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