This isn't really a vray specific feature request, but if it's something you could do it would be great!
Currently if you want to randomise the UVs on a bunch of objects, you need to do this through a UVW Xform modifier (which currently doesn't work very well). What would be great would be a texturemap that takes another texturemap as a source, and allows you to offset the UVs.
This would mean you could have a single bitmap loader piped through multiple UVW-Offset texturemaps supplying multiple variations through adjusted UV offset/scale to a shader without the need to load the bitmap multiple times.
Another option could be to offset animation too, so you could have one bitmap loader piped through a number of these adjustment texturemaps to provide variation of animation timing from the one bitmap loader.
I assume that as I can't instance the bitmap loaders to adjust UVs, that the bitmap is still loaded in to memory multiple times? If so, then this idea could provide some decent memory usage improvements in certain situations.
Thanks
p.
Currently if you want to randomise the UVs on a bunch of objects, you need to do this through a UVW Xform modifier (which currently doesn't work very well). What would be great would be a texturemap that takes another texturemap as a source, and allows you to offset the UVs.
This would mean you could have a single bitmap loader piped through multiple UVW-Offset texturemaps supplying multiple variations through adjusted UV offset/scale to a shader without the need to load the bitmap multiple times.
Another option could be to offset animation too, so you could have one bitmap loader piped through a number of these adjustment texturemaps to provide variation of animation timing from the one bitmap loader.
I assume that as I can't instance the bitmap loaders to adjust UVs, that the bitmap is still loaded in to memory multiple times? If so, then this idea could provide some decent memory usage improvements in certain situations.
Thanks
p.
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