I was wondering if it would be possible to make vraymultisubtex to behave like the multi/subobject material in 3ds max? At least as an optional checkbox.
To explain what I mean - I have a vraymultisubtex with 3 textures for ids 1 2 and 3. What I want is so that when I render an object with material id that is larger than the number of slots in the multisubtex, ie id 4 - multisubtex cycles back to 1, when I render something with matid 5, it cycles back to 2, render mat id 6 - cycles back to 3, etc. Sort of keeps looping them over and over again just like the regular Multi/Sub-Object material does.
I’m rendering hundreds of frames with animated material IDs and using the multisubtex to add some variation to the shaders. It would be enough to add just a few textures and keep looping through them, but vraymultisubtex just goes through the list and then when it doesn’t have the appropriate slots anymore, reverts to the default texture.
[Sorry, just reread the bottom of your post. My bad. Guessing you’ll have to use a random assignment not based on the material ID, or maybe nest another multisubmap in the default, then use a random assignment in that…]