This page provides information on the V-Ray Multi-Sub Texture.

 

Overview


The V-Ray Multi-Sub Tex texture distributes multiple textures to many objects via one single material based on specified IDs or a random distribution.

In the image shown here, Multi-Sub Tex's Get ID from parameter has its type set to Object ID. Each part of the ball is assigned a texture. The Multi-Sub Tex is then assigned to the diffuse channel of a single V-Ray Material.

Any texture can be replaced via the Replace With New Texture () button, which activates when you select the texture to be replaced. If the texture is an instance, all copies are changed as well.

 

 


Parameters


Default Color – Allows the user to assign a color or texture. When a texture is selected, it overrides the color as long as the texture checkbox is enabled.

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

When adding subtextures to the Multi-Sub texture, the first one always starts with an index of 0. Note that only Face material ID utilizes the index 0. When using any other option, please ignore or remove the 0 index texture!

Face material ID – When more than one material is applied to the different faces of the same object, face IDs are internally created. If all those materials share the same Multi-Sub texture, V-Ray considers the face IDs when feeding the data (color or texture) to the materials.
Object ID – The Multi-Sub texture considers the Object IDs of the object when feeding the data (color or texture) to the material.
Random by Node Handle – Each node is assigned a unique number (or, "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. For example, if an object is added, removed, or renamed, the colors remain the same.
Random by Render ID – The Multi-Sub texture assigns random colors based on RenderIDs that are 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 – 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.

Hue/Saturation/Gamma Variation – Active when the Get ID from parameter is set to some of the Random options. 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]. See the Random Hue/Sat/Gamma example below.

Seed – Changes the randomization pattern.

 


Example: Random Hue/Sat/Gamma


The following example shows how the Random Hue/Saturation/Gamma changes the scene. Each example uses the maximum value of 1.

 

No Random Hue/Sat/Gamma applied

Hue = 1

Saturation = 1

Gamma = 1

Hue/Sat/Gamma= 1

 


Textures


Add Texture – Adds a new sub-texture to the texture list.

Used – This checkbox enables the sub-texture for rendering.

Value – For modes that use IDs, this value specifies the ID that corresponds to each texture.

 

  

Notes


  • Face IDs cannot be manually set by Rhino. Instead, they are automatically generated. Exceptions are Proxy .vrmesh or .abc objects created in other host applications.