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There isn't a direct way to do it. You can connect the VRayUVWRandomizer to the VRayBitmaps within, though.
yes thanks man. if i would have 20 different textures would be kind of annoying thing to do. this is something to be fixed absolutely. should be easy as it is in corona. dont understand overcomplicated
nope sorry, same as before. i need to dop as u said, one uvwrandomizer per each slot of the multisubxtex. the only thing i can do is to composite and overlay to obtain a different color variation, so this could avoid loading multiple texture in some situations. but in any case, this is something chaosgroup should definitely fix. and also adding a batch texture button same as corona, wouild help. dont understand this intentional lacks
Resources are unfortunately finite, and coding between two software as different as Corona and V-Ray isn't a copy-paste affair.
I've updated the batch loader i made, so you can now share the single UVWRandomizer map across the batch-loaded maps.
Resources are unfortunately finite, and coding between two software as different as Corona and V-Ray isn't a copy-paste affair.
I've updated the batch loader i made, so you can now share the single UVWRandomizer map across the batch-loaded maps.
thanks man that will help a lot. hope in the next vray version, see those stuff fixed without the need of a script
Hi Guys, back to the topic of assigning a Mapping source to all the textures in VRayMutiSubTex.
Here is the idea. We could add a button (Apply mapping source). This will trigger a single action which will link a UVWRandomizer (for instance) to all the bitmaps in the list of the MultisubTex. It will speed up the workflow, but it also has some flaws. Like, if you add more maps to the list it will not add automatically the Mapping source to the new ones. Let us know what you think about this workflow.
if you add more maps to the list it will not add automatically the Mapping source to the new ones. Let us know what you think about this workflow.
So if we add more maps to the list, we will need to reapply maping source with the button? I dont see a problem with that, of course it would be nice to do it automatically.
That's could work.
But I would prefer something like the "mapping source" inside vray Tirplanar/ vray bitmap where connecting one UVWRandomizer map will affect all the linked maps inside vray multisubtex.
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Simply, I love to put pixels together! Sounds easy right : )) Sketchbook-1 /Sketchbook-2 / Behance / Facebook
That's could work.
But I would prefer something like the "mapping source" inside vray Tirplanar/ vray bitmap where connecting one UVWRandomizer map will affect all the linked maps inside vray multisubtex.
We also investigated this workflow but there are a few problems with this scenario.
1. From left to right the mapping source is placed first, then the bitmap loader, and after that the MuttisubTex. So basically we will control the mapping source directly from the MultisubTex. This way of linking might not be clear when illustrated with lines between the nodes.
2. Another limitation would be to apply different maps for mapping source. And how this could be illustrated. This problem is shown in the second image.
Having a single action of executing the linking action could eliminate these limitations or visual frustrations. Nevertheless, if there are other ideas, I am open to them.
I believe users can simply use one UVWRandomizer map inside the Multitexture without needing to plug the same map into all the sub-maps. This is similar to the V-Ray Triplanar map, where a mapping source map can control all the sub-maps.
There could be an option to override the source map with a mapping channel value next to it, which can be enabled or disabled. This would allow users to either affect one specific mapping channel or all channels.
If there's a need for a different channel, the user could manually add a UVWRandomizer map into the V-Ray Bitmap for that specific map.
The override source map feature would ignore any map plugged into the V-Ray Bitmap if it's using the same mapping channel. This should solve most cases. Of course, edge cases could still arise, but users usually find creative workarounds for such scenarios.
The script-based solution is promising—making it smart enough to automatically link an existing UVWRandomizer map to newly added maps would be ideal for me personally. That said, if users need to work with different mapping channels, some manual adjustments would still be necessary.
\As I was busy to write my reply properly, I talked to ChatGPT, and he helped me refine it. It turned out pretty nice! \
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Simply, I love to put pixels together! Sounds easy right : )) Sketchbook-1 /Sketchbook-2 / Behance / Facebook
We also investigated this workflow but there are a few problems with this scenario.
1. From left to right the mapping source is placed first, then the bitmap loader, and after that the MuttisubTex. So basically we will control the mapping source directly from the MultisubTex. This way of linking might not be clear when illustrated with lines between the nodes.
2. Another limitation would be to apply different maps for mapping source. And how this could be illustrated. This problem is shown in the second image.
Having a single action of executing the linking action could eliminate these limitations or visual frustrations. Nevertheless, if there are other ideas, I am open to them.
One option in the multiSubTex would take care of this: "Use global mapping source" (or analogous wording) would use the multiSubTex map regardless of what was the UV source for the incoming maps, and if off, it'd use whatever source each map has.
It'd be ON by default, so that dropping one mapping source into the multisubtex would automatically override any incoming mapping source.
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