This page provides information on the V-Ray Multi Sub-Object Map.
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Default Color – Specifies a default color or texture for objects without Object IDs.
Get ID from – Specifies the meaning of the ID parameters.
Use face material ID – When more than one material is applied to the different faces of the same object, Maya internally creates face IDs. If all those materials share the same VRayMultiSubTex, V-Ray will considers the face IDs when feeding the data (color or texture) to the materials.
Use object ID – The VRayMultiSubTex considers the Object IDs of the object when feeding the data (color or texture) to the material.
Random by RenderID – The VRayMultiSubTex assigns random colors based on RenderIDs (internally generated by V-Ray).
Random by node name – Generates a color index based on the name of the node that the texture is applied to.
Random by instance ID – The VRayMultiSubTex assigns random colors based on the IDs of objects instanced with the particle instancer in Maya.
Texture Switch – Enables the Switch texture parameter to determine which texture is used in the material.
Switch texture – A floating point value that calls the texture from the Texture List (below in the UI) by the ID number.
Interpolate – If the switch value falls between two textures from the Texture list, this interpolate between them. Otherwise, when disabled, the closest texture from the list is used.
Loop Through Textures – This option works in Use face material ID and Use object ID modes. When the faces or objects assigned with VRayMultiSubTex map are more than the sub-textures in the map, the Loop Through Textures option goes through all sub-textures and once they finish, reverts to the first sub-texture, continuing until all faces or objects get a sub-texture. In Use object ID mode all objects with assigned ID different than 0 get a sub-texture. The ones with object ID equal to 0 get the Default color.
Seed – When the mode is set to Random by node name, this parameter allows the user to change the randomization pattern.
Add New Item – Adds a new sub-texture to the texture list.
Used – Enables the sub-texture for rendering.
Value – For modes that use IDs, specifies the ID that corresponds to each texture.
The following example shows how the Loop Through Textures option affects the distribution of texture applied to five geometries with different IDs.
Here, we have a MultiSubTex map with four sub-textures whose interval of valid IDs is [1 - 4]. We also have five geometries whose IDs range from 1 to 6. The IDs of the first four geometries fall within the texture's interval. The fifth geometry's ID (6) is outside that interval. We also have a default color - red.
When the Loop Through Textures option is disabled, the geometries with valid IDs get a texture of equal ID number. 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.
If we uncheck one of the textures, for example texture with ID = 2, V-Ray detects that there is no valid texture for the geometries with IDs = 2 and 6, and it assigns them a default color.
A few typical uses for the MultiSubTex Map are as follow:
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