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How to use PluginNode Multitex in the same way of the VRayMultiSubTex from 3ds Max?

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  • How to use PluginNode Multitex in the same way of the VRayMultiSubTex from 3ds Max?

    Hello to all,

    I was watching the video: Setting up the V-Ray Shading and Lighting Pipeline when in the time 5m44s http://youtu.be/xYYrlxwB7Eg?t=5m44s I saw this VRayMultiSubTex texture of 3ds Max!

    So I'm working on a scene with lots of trees and need to change the color of the leaves as was demonstrated in the video.

    Then I just I thought about seek such texture in Maya! I found a similar VRayPluginNode going on: Create > V-Ray > Create from V-Ray plugin > Texture > MultiTex.

    Comparing this node with 3ds Max texture seems to be the same, but I did not understand how I can distribute colors through this node!
    Click image for larger version

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    Could someone help me on this?
    I thank you for your attention and help.

  • #2
    I think you can use the python post translate script to fill the Texture List and Ids List, since there is no UI for that:

    http://docs.chaosgroup.com/display/V...ed+V-Ray+Scene
    V-Ray/PhoenixFD for Maya developer

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    • #3
      Originally posted by ivaylo.ivanov View Post
      I think you can use the python post translate script to fill the Texture List and Ids List, since there is no UI for that:

      http://docs.chaosgroup.com/display/V...ed+V-Ray+Scene
      Seems to be just what was missing...

      Thanks, I'll try and see how this will work. If I get results, I explain how I managed.

      Comment


      • #4
        Originally posted by ivaylo.ivanov View Post
        I think you can use the python post translate script to fill the Texture List and Ids List, since there is no UI for that:

        http://docs.chaosgroup.com/display/V...ed+V-Ray+Scene
        Hi Ivaylo, Can you show me any examples of how to do this?

        I do not have much experience with scripting. I tried to study the course of DT (Render Using Python Scripting in Maya and Pdplayer) but I don't know how I could link the textures for Multitex.

        Thanks for your time and attention!
        Last edited by doark; 10-04-2015, 12:44 PM.

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        • #5
          Unfortunately there is no way to make the MultiTex plugin work in Maya, because there is no such thing as face-id in Maya.

          Can you describe what you're trying to achieve and then we can think about possible solutions?
          V-Ray developer

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          • #6
            Here is an example. If you want to use mtl ids, you must use vrmesh.

            multiTex.zip
            V-Ray/PhoenixFD for Maya developer

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            • #7
              Originally posted by ivaylo.ivanov View Post
              Here is an example. If you want to use mtl ids, you must use vrmesh.

              [ATTACH]23765[/ATTACH]
              Many thanks Ivaylo!
              Works very well. But now that I understand what I actually wanted to do with the Multitex node.

              Actually only now that I realized that I wanted a random distribution between the leaves of the trees. What worked in 3ds Max with the option Random by node name.
              But in Maya as soon as I choose the option: Random by node name. Maya crashes!
              I think I'll look for other ways to do what I want.

              Originally posted by t.petrov View Post
              Unfortunately there is no way to make the MultiTex plugin work in Maya, because there is no such thing as face-id in Maya.

              Can you describe what you're trying to achieve and then we can think about possible solutions?
              What I was trying to do was to create a variation of textures in the leaves of a tree that I imported the 3ds Max. But the more I try the more I realize that this will not be so easy.
              I'm considering using an application like the SpeedTree and see if I can have more flexibility in their distribution (random) of difrentes textures on the leaves.

              Thanks for the attention of both.

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              • #8
                Do you have every leaf as a separate Maya object/node?
                If yes, you can probably use the render id or some script to setup a switch texture.
                Another option is to use user attributes, but you have to write a script that assigns them randomly for every leaf (there were examples posted somewhere in the forum I think).
                And another option is to use a color set and the VRayVertexColors texture, but you have to find a way to paint the colors.
                V-Ray developer

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                • #9
                  I think in the tutorial, these mtl ids are generated with a special 3ds max modifier. You need just to export the result to vrmesh. If you don't have 3ds Max, you are out of luck .
                  V-Ray/PhoenixFD for Maya developer

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                  • #10
                    hi
                    i'm also looking for a workflow to achieve color / texture variation for my trees.
                    so far we were using 3d textures as a multiplier - but no way to gain real control about the distribution.

                    we need those ids ...

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                    • #11
                      Originally posted by mayanic View Post
                      hi
                      i'm also looking for a workflow to achieve color / texture variation for my trees.
                      so far we were using 3d textures as a multiplier - but no way to gain real control about the distribution.

                      we need those ids ...
                      In my DeeX VRay Arsenal plugin, i use Python scene access to do some random color variation.
                      Just add user attribute with a random color value, and voila.
                      www.deex.info

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                      • #12
                        Originally posted by mayanic View Post
                        hi
                        i'm also looking for a workflow to achieve color / texture variation for my trees.
                        so far we were using 3d textures as a multiplier - but no way to gain real control about the distribution.

                        we need those ids ...
                        Interesting, I never thought to use 3d textures as a multiplier! I have not had time enough to test all solutions presented in the topic. But I tested the t.petrov approach and worked well when I have every leaf separate. The two methods I found were using the Switch utility node:

                        Triple Switch
                        http://www.williework.blogspot.com.b...le-switch.html
                        Single Switch
                        http://www.tdhendrix.com/single-shad...-utility-node/

                        Both methods works very well for me. As much with textures and with colors only.

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