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VRayMultiSubTex - Non-Technical explanation possible?

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  • VRayMultiSubTex - Non-Technical explanation possible?

    Code:
    Face material ID - when this mode is selected, the VRayMultiSubTex will consider the face IDs of the object when feeding the data (color or texture) to the material.
    Object ID - when this mode is selected, VRayMultiSubTex will consider the Object IDs of the object when feeding the data (color or texture) to the material.
    Random by Node Handle - when this mode is selected the VRayMultiSubTex will assign random colors based on the Node Handle.
    Random by RenderID - when this mode is selected the VRayMultiSubTex will assign random colors based on RenderIDs.
    Random by Name - when this mode is selected the VRayMultiSubTex will assign random colors based on geometry names.
    Random by ParticleID - when this mode is selected the VRayMultiSubTex will assign random colors based on ParticleID.
    Random by InstanceID - when this mode is selected the VRayMultiSubTex will assign random colors based on InstanceID.
    Shouldn't one avoid to explain terms with themselves? ^^

    Well I can mostly wrap my head around what each one of these is - but it would be awesome if you can either put up examples or explain those modes more indepth.
    In my particular case I was wondering what the difference between Node Handle and RenderID is?

    More specifically I am lookinf for a solution to the following:

    I got one object with n mesh elements. I need to use MultiSubTex to randomly color these mesh elements.
    The most comfortable solution would be to have a "Per Element" option. I am aware that I can either detach all the objects or assign random material IDs to them, which in my particular case I would like to avoid if possible.
    Software:
    Windows 7 Ultimate x64 SP1
    3ds Max 2016 SP4
    V-Ray Adv 3.60.04


    Hardware:
    Intel Core i7-4930K @ 3.40 GHz
    NVIDIA GeForce GTX 780 (4096MB RAM)
    64GB RAM


    DxDiag

  • #2
    Render IDs are assigned to objects during rendering; there is no guarantee that they will remain consistent between two renders, f.e. when adding/deleting new objects to/from the scene.

    Node handles on the other hand are assigned to objects when they are created and are consistent between renders and scene edits.

    In practice there's probably not a lot of difference between the two modes for the majority of uses, maybe it makes sense to remove the "Render ID" one later on.

    We've thought about a "Per Element" option, but it's more tricky to implement and we also didn't quite know how to export it for V-Ray RT (GPU) when we get to it later on.

    Best regards,
    Vlado
    I only act like I know everything, Rogers.

    Comment


    • #3
      Alright, thanks for the explanation. I used RenderID for most cases, good to know that it wouldn't be consistent.
      A per Element option would be cool in the future but I understand it is not a high priority thing
      Software:
      Windows 7 Ultimate x64 SP1
      3ds Max 2016 SP4
      V-Ray Adv 3.60.04


      Hardware:
      Intel Core i7-4930K @ 3.40 GHz
      NVIDIA GeForce GTX 780 (4096MB RAM)
      64GB RAM


      DxDiag

      Comment

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