Announcement

Collapse
No announcement yet.

(Resolved) Can't figure out Multi ID Texture

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • (Resolved) Can't figure out Multi ID Texture

    Hey guys,

    I'm trying to randomly apply multiple textures to books I scattered with copy to points, randomly rotated with a for each loop, and unpacked. I followed this thread: https://forums.chaosgroup.com/forum/...98#post1071698 and tried using Multi ID Texture to try and add different diffuse textures to each individual book with the sampler node and random_by_polyshell.

    It seems to work, except I can only get at most 2 textures to show on the books out of the 4 I'm testing with. Ideally, I'd have 20 different textures for the diffuse and bump of the material, to create a wide variety of books. Any help trying to make this happen would be greatly appreciated.

    I'm using V-Ray Core, 5.00.50 and Houdini 18.5.351

    Click image for larger version  Name:	output_01.png Views:	8 Size:	563.1 KB ID:	1095011Click image for larger version  Name:	output_02.png Views:	5 Size:	685.2 KB ID:	1095012
    Click image for larger version  Name:	viewport_mat.PNG Views:	5 Size:	920.8 KB ID:	1095013
    Last edited by Gosho.Genchev; 08-12-2020, 10:33 AM.

  • #2
    Hey charles_breach ,

    unpacking the geometry will cause V-Ray to treat all the books as a single mesh, thus none of the "random_by" options on the Sampler will give you what you're looking for - a single value per book.
    The easiest thing to do would be to add a float attribute on the packed primitives, before unpacking them, and set it to e.g. rand(@ptnum).
    You can then use this attribute in material network, pass it through a V-Ray Random VOP and plug that into the Multi ID texture.

    I've attached an example scene here: https://drive.google.com/file/d/15Id...ew?usp=sharing

    PS: Performance-wise it would be better to keep the books as packed primitives - the VRScenes would be smaller in case you're planning to render on the farm, and the time to first pixel will be lower too because V-Ray will only need to write out the unique geometry and the instance points instead of the entire scene.

    Hope that helps!
    gosho.genchev@chaosgroup.com

    Comment


    • #3
      That did it! Thank you for helping me with something so basic. The example scene helped a lot. Hopefully, there are other beginners like myself out there who'll find this helpful!

      cheers.

      Comment


      • #4
        Glad I could help.

        There's also an example scene for more complicated workflows where you want to target a particular named primitive on the documentation page for the Pattern ID texture: https://docs.chaosgroup.com/display/...Ray+Pattern+ID

        Best regards!
        gosho.genchev@chaosgroup.com

        Comment

        Working...
        X