I'm trying to randomize textures for lots and lots of patricles using the Texture Switch node. It all works great when I have the particles "live", but as soon as I convert the particles to meshes, it all breaks. It's somewhat expected to break as modos "freeze replicator" command doesn't preserve the particle id channels. But even if I set the "pid" channel for each instance to be the same as it was when it was live (using a custom python script) it doesn't work. It does work in modos internal renderer though.
Is vray not using the "pid" (particle id) channel for meshes when they are baked? Can I work around it somehow? I see there's a Vray Switch Matrial node, but not sure if that can replace the Texture Switch. In my production scene I'm going to have hundreds of different images that I want to randomize.
See attached screenshots and sample scenes.
Is vray not using the "pid" (particle id) channel for meshes when they are baked? Can I work around it somehow? I see there's a Vray Switch Matrial node, but not sure if that can replace the Texture Switch. In my production scene I'm going to have hundreds of different images that I want to randomize.
See attached screenshots and sample scenes.
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