I have a dream, but maybe I didn’t figured it out yet, but I’m thinking of a node, where I can put an arbitrary value in and say: you node, you have 20 outputs and each gets a different value based on the input.
example: vraycolor in - output 20 different gamma corrections in a range from 1.8 to 2.1. now I have to use 20 color correction nodes to do that.
and use this with eg VrayMultiSubTexture which could work on subobject level as well.
Not in connection with color or bitmaps only, but eg UV offset per object… or subobject. Subobject would be great. Soulburn scripts have some great randomizers, but those are more or less for transforms only.
I miss that feature from maya and those lovely calculation nodes.
Not in connection with color or bitmaps only, but eg UV offset per object… or subobject. Subobject would be great. Soulburn scripts have some great randomizers, but those are more or less for transforms only.
> you can randomize uvw map gizmo position with transformrandomizer, AFTER you detached all. I’ve been wishing for a UV gizmo randomizer per subobject for a while now too.
Detach > apply UVW > uniquify UVW > randomize UVW transform > Re-attach I know the steps are sometimes tedious, but it might be more for Autodesk to fix this rather than Vray
What I wish would be a sort a map that texturebombs image files, for instance fingerprints; scale, rotate, move,… on geometry procedurally.
Detach > apply UVW > uniquify UVW > randomize UVW transform > Re-attach I know the steps are sometimes tedious, but it might be more for Autodesk to fix this rather than Vray
or.. if you want randomisation per face.. one of my favourite and most used plugins, polygonmap
can apply a map per face of a fixed size, randomly offset and rotate, and also intelligently align mapping from face to face for really easy mapping of fairly complex objects. i use it almost every project. (example: model a wall made of tiles.. dont sweat the mapping. apply polygonmap with randomisation after.. done. )
My greatest wish would be that Chaos helps the Author to make it RT/Standalone compatible, or that Chaos just buy the code and integrate that great randomizer to vray.
Now you got it! Thats what I’m dreaming about. The chance of plugins is great, but makes the system really very fragmented and therefore expensive.
The first question is: will it work? yes. will it work on the whole system (master, slaves, particular max version etc. etc.)? more likely, but not 100% certain. Debugging is a very very expensive task. The shorter the chain, the less problems to come.
VRayTriplanarTex for uv randomising. works on cuda RT.
and quick color variations within vray textures - VRayComp map with fresh MultiSubTex - 20 variations in 5 seconds.