I have a large number of instances in Rhino, all using the same geometry. In this first test case they are just differently transformed cubes that overlap each other slightly.
Now while they are instances I can add a UVW Placement Texture and randomize the UV of every instance (I had to select by Render ID in the material for it to work). Here is the result before with a test texture:
and the result after randomization:
As you can see its much better.
Now my problem. I want to export everything as a .vrmesh for easier handling. Rhino is terrible at dealing with large quantities of instances, so exporting everything as a .vrmesh makes sense. That way I can use it elsewhere and still change the material of it.
But how can I retain the randomization of each cube? I have tried all the Randomization methods (by instance, by object ID, etc), but once exported as a .vrmesh it no longer randomizes.
Is this even possible? If so, how? Is there some way to "bake" the randomization first?
Now while they are instances I can add a UVW Placement Texture and randomize the UV of every instance (I had to select by Render ID in the material for it to work). Here is the result before with a test texture:
and the result after randomization:
As you can see its much better.
Now my problem. I want to export everything as a .vrmesh for easier handling. Rhino is terrible at dealing with large quantities of instances, so exporting everything as a .vrmesh makes sense. That way I can use it elsewhere and still change the material of it.
But how can I retain the randomization of each cube? I have tried all the Randomization methods (by instance, by object ID, etc), but once exported as a .vrmesh it no longer randomizes.
Is this even possible? If so, how? Is there some way to "bake" the randomization first?
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