Originally posted by pixela
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What is "Random By Node Handle" (VrayMultiSubTex) ?
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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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Originally posted by re:FORM View PostWould this not be possible if we could assign a different seed to each vraymultisubtex?
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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Originally posted by RotemS View PostTo 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.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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Originally posted by pixela View Post1. When you say: "keys off the User Definable Property 'RockColor' , will we put the 'RockColor' as the name of the map ?
Originally posted by pixela View PostAnd when we write under objectProperties/UserDefinedProperties RockColor=1, it will know to pick up map 1.Right?
Originally posted by pixela View Post2. So for the VrayMultiSUbTex : Which one will we choose "get ID from" ?
Originally posted by pixela View Post3. I assume it will be possible to randomize RockColor=X with SoulburnScripts within a min and max value. Right?
- Neil
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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
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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