random texture per element from sequnce

Hello
I have a question. How can I load sequence of textures that can be randomly placed per elements of object or materialID. Similar to VrayMultiSubTex, but without loading each texture from sequence to separate VrayBitmap
Thanks,
Andrei

@_Lele may be you know solution?:slight_smile: I know you know :slight_smile:

Oh, you mean something like “use frames from sequence”?

Exactly :slight_smile:

Mmmh, i can’t think of a way (besides scripting, but that will produce many loaders.).
It’s a request i’m passing on to the devs. :slight_smile:

Really interesting method for texture randomization. Are you planning to convert video files to image sequence and then reuse it as a texture maps?

Actually no. I planning use Substance Designer that generate texture variation during timeframe, so I will have sequence of the textures. Or for example, I have cutout peoples, that have name “people_001” “people_002”, so using sequnce I can randomly place them just loading in one vrayBitmap

It’s a function that nuke has too, tucked away in the ContactSheet node.
There, i can use frames as inputs, and it will lay out the sequence for me, saving on connecting one input per frame.
There is a definite reduction in clutter, and an amelioration of the workflow (thanks to the instancing of the loader).
Likely, from the point of view of memory at rendertime, it is not going to be a noticeable difference (i.e. the loaders weigh little compared to the actual images they load, so reducing their number will not be a big gain per se.).

I suppose that not very hard function. If 3ds max was Houdini :roll_eyes: I would just add sting attribute per element/face/whanever I want, and say for textre look at this attribute and take number that correspond to frame number. Similar that can be done in max with objects and user properties

I giggled.
Nervously.