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Randomize texture for each object

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  • #16
    This is already implemented in the nightlies and will be included in the next SP.

    Here's a quick example of how it works, along with a scene that I'm attaching:

    - add extra vray attributes to a samplerInfo node (this will expose additional outputs to the samplerInfo)
    - connect the samplerInfo.vrayRndomByID to a ramp's vCoord (if you're using a vRamp) OR uCoord (for a uRamp) | or both, if you intend to switch between ramp modes
    --> the ramp's position and color values will be the range of colors to be distributed to the objects
    --> plug the ramp into a shader and use the same shader on lots of objects

    random_by_render_id.zip
    Alex Yolov
    Product Manager
    V-Ray for Maya, Chaos Player
    www.chaos.com

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    • #17
      Thats really awesome! Gonna try it out.
      We've needed a good way to do this for ages. (singleSwitch really isnt optimal, and its a hassle to add more objects).

      Would it be possible to get this sampleInfo fix working for shell/elements too in the future?

      Thanks once again!
      CG Artist - RnD and CG Supervision at Industriromantik

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      • #18
        If we add 1 color to the ramp, connect a texture to this color, an connect the vrayRndomByID to the V ramp, obviously, it will pick a random color from the texture, true ?
        www.deex.info

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        • #19
          Yes, but if there's only one color in the ramp, chances are all the random colors will equal this color.
          The setup is similar to the one for hair/fur randomByStrand.
          Alex Yolov
          Product Manager
          V-Ray for Maya, Chaos Player
          www.chaos.com

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          • #20
            Thank you so much for this! This works great. Glad to be able to say goodbye to my old single shading switch workflow

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            • #21
              Excellent addition,

              I can get rid of my clumsy custom one.

              thanks,

              -K

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