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What is "Random By Node Handle" (VrayMultiSubTex) ?

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  • #16
    Originally posted by pixela View Post


    Ok here is what I want:
    I can make variations by giving object ID.
    But lets say we have a composite map. I make one layer of textures varying based on object ID
    I have another layer and I want these textures to vary as well but not based on Object ID. Otherwise layer1 and layer2 will be as couples for every object ID.
    So for layer2, I want the textures varying on a different parameter.
    I hope I was able to explain.
    Would this not be possible if we could assign a different seed to each vraymultisubtex?
    Patrick Macdonald
    Lighting TD : http://reformstudios.com Developer of "Mission Control", the spreadsheet editor for 3ds Max http://reformstudios.com/mission-control-for-3ds-max/



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    • #17
      Originally posted by re:FORM View Post
      Would this not be possible if we could assign a different seed to each vraymultisubtex?
      To me, this makes the most sense for the modes in which the user does not control the value directly, e.g. RenderID, Node Name, Node Handle, Particle ID and Instance ID.

      For Object ID and Face ID, it's a bit counter-intuitive. Imagine assigning all your objects with IDs 1 and 2. If we offset this by a random value, they could get textures #5 and #11.

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      • #18
        Originally posted by RotemS View Post
        To me, this makes the most sense for the modes in which the user does not control the value directly, e.g. RenderID, Node Name, Node Handle, Particle ID and Instance ID.

        For Object ID and Face ID, it's a bit counter-intuitive. Imagine assigning all your objects with IDs 1 and 2. If we offset this by a random value, they could get textures #5 and #11.
        I can't remember why I was thinking this would be a good idea, perhaps I was drunk, but it might be handy to be able to pipe a value (ie scalar) in to the seed value so you can actually control the seed on a per-object basis. It would extend the control over randomisation quite considerably. (I think I was trying to create a shader for randomising facade textures for a city and thought this would be the best way to achieve what I needed)
        Patrick Macdonald
        Lighting TD : http://reformstudios.com Developer of "Mission Control", the spreadsheet editor for 3ds Max http://reformstudios.com/mission-control-for-3ds-max/



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        • #19
          Originally posted by pixela View Post
          1. When you say: "keys off the User Definable Property 'RockColor' , will we put the 'RockColor' as the name of the map ?
          RockColor won't be the name of the map, it will be the name the VrayMultiSUbTex uses in the UserDefinedProperties field inside the map.

          Originally posted by pixela View Post
          And when we write under objectProperties/UserDefinedProperties RockColor=1, it will know to pick up map 1.Right?
          yes.

          Originally posted by pixela View Post
          2. So for the VrayMultiSUbTex : Which one will we choose "get ID from" ?
          it would get the ID from a new entry called UserDefinableProperties, which has an edit text box where you put the name of the property.

          Originally posted by pixela View Post
          3. I assume it will be possible to randomize RockColor=X with SoulburnScripts within a min and max value. Right?
          Yes. The advantage is this: If you use a pure random algorithm, it will work for a lot of situations, but in my experience, you assign random colors or whatever and then there's 2 or 3 objects where you want to assign a specific value. So I move the randomization part to the values on the objects themselves using my scripts. And then when I want to assign a specific value, I can do so by just changing the value manually on those objects. Its a way to have both random values and specific values using the same system.

          - Neil

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          • #20
            Originally posted by soulburn3d View Post

            Yes. The advantage is this: If you use a pure random algorithm, it will work for a lot of situations, but in my experience, you assign random colors or whatever and then there's 2 or 3 objects where you want to assign a specific value. So I move the randomization part to the values on the objects themselves using my scripts. And then when I want to assign a specific value, I can do so by just changing the value manually on those objects. Its a way to have both random values and specific values using the same system.

            - Neil
            Thanks for all the clear explanation. I totally agree about having randomization and flexibility of adjusting specific values is important.

            Vlado, when will it be possible to have these new features - possible to have in nightly builds?
            for my blog and tutorials:
            www.alfasmyrna.com

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