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Table of Contents

This page provides information on the Multi Sub-Object Map.

Overview


The VRayMultiSubTex texture allows the user to control any parameter that can be mapped based on the Object ID or Face ID on which the final material is applied. In the image shown here Get ID from had its type set to Object ID, and each of the Total IDs were given a different color via a VRayColor texture

 

 

UI Path


 

 

||Material Editor window|| > Material/Map Browser > Maps > V-Ray > VRayMultiSubTex

 

Parameters


 


Get ID from – Specifies the meaning of the ID parameters.

Face material ID – Consider the face IDs of the object when feeding the data (color or texture) to the material.
Object ID – Consider the Object IDs of the object when feeding the data (color or texture) to the material.
Random by Node Handle – Each node in 3ds Max is assigned a unique number (a handle) when it is created. This option generates the color index based on that node ID. It is useful because the node handle survives through scene editing - f.e. if you add/remove other objects, or rename them, you will still get the same colors.
Random by RenderID – Assign random colors based on RenderIDs.
Random by Name – Generates a color index based on the name of the node that the texture is applied to. This allows the color to remain consistent if the object is merged into another scene, or X-Ref'd etc.
Random by ParticleID – Assign random colors based on ParticleID (works for VRayInstancer source objects and Thinking Particles).
Random by InstanceID – Assign random colors based on InstanceID (works for Alembic instances and VRayInstancer source objects ).
Random by Face material ID – Assigns random colors based on material IDs of the object's faces.
Random by Object ID – Assigns random colors based on object's ID.
Random by Element – Assigns random colors based on element (e.g. teapot lid, etc.) IDs of the object.

Random Hue/Sat/Gamma – These three parameters control post-process randomization of output color. Input value is percentage of the HSV/gamma range and specifies the maximum random deviation, where gamma range is fixed to [1/10,10].

Total IDs – Can be used to set the number of sub-textures.

Delete unused – Deletes disabled slots from the list.

Seed – When the mode is set to Random by Name, this parameter allows the user to change the randomization pattern.

Loop Through Textures – This option works with Face material ID and Object ID modes. When the objects assigned with VRayMultiSubTex map have IDs outside the interval of valid sub-texture IDs, the Loop Through Textures option calculates a wrapped version of these IDs that fit in the interval. Then it picks the corresponding sub-texture. For example, if an object with an ID 5 is assigned a VRayMultiSubTex and the interval of valid sub-texture IDs is [1:4], it is looped and is rendered with some of the sub-textures. See the Loop Through Texture example below.

Blend color and texture – When enabled, the alpha of the sub-textures is used to blend between the color for the respective material ID and the texture color. When disabled, the texture alpha is returned directly and the color specified in the VRayMultiSubTex texture itself for the given material ID is ignored.

Default Color – A default color or texture for objects whose IDs cannot be matched with a sub-texture ID (with or without looping). Works only in Face material ID and Object ID modes.

ID (1-20) – Specifies a color or a texture to be assigned to the material when it is assigned on a object with the current ID. Note that valid subtexture IDs are in the range of 1-65535, any value outside the range can lead to unpredictable results.

 


 

Example: Loop Through Texture

 

The following example shows how the Loop Through Textures option affects the choice of texture applied to the object.

Here, we have a MultiSubTex map with a [1 - 4] interval of valid sub-texture IDs. We also have five geometries whose IDs range from 1 to 6. The IDs of four of the geometries fall within the texture's interval. The fifth geometry's ID is outside that interval. When the Loop Through Textures option is disabled, the geometries with valid IDs get a texture of the equal ID, and the texture whose ID is 6, gets a default color.

When the Loop Through Textures option is enabled, the geometry with ID = 6 is looped and gets the texture with ID = 2.

 

 

MaxScript Access


The VRayMultiSubTex texmaps list can be managed through several exported functions:

addSubtex – Add the specified number of sub-textures.
deleteSubtex – Delete one or more sub-textures. The first parameter is always the index of the first texture slot to delete, the second is the number of textures to delete (if omitted defaults to 1).
deleteUnused – Delete all sub-textures which are disabled from their respective UI button.
texmap_num – Returns the value of the Num IDs parameter.

Methods
<int>texmap_num
<void>addSubtex <integer>count
   count Validated by Range: 1 to 255
<void>deleteSubtex <integer> start <integer> count
   deleteSubtex has variable number of arguments
   start Validated by Range: 0 to 254
   count Validated by Range: 1 to texmap_num-start
<void>deleteUnused()