What’s best practice for getting a number of textures piped into a single material through the VrayMultiSubTex node and using MASH, in either Instance of Repro mode? I have an object inside a hierarchy which is being replicated with MASH. I would like to use one material that can randomly assign the textures I have piped into that MultiSubTex node to the MASH replicants. It works when not using MASH, but I’m having issues with the MASH network. Attached is a screen grab of a really basic setup. None of the “Get ID From” options do what I expect, other than “Texture Switch”.
I know there is workaround where I can duplicate my source geo and assign different materials with the different texture, but I was curious how to do it with a single source object in MASH.
Thanks for that, Alexsandar. The Random Colors By Poly Shell does what I need with MASH in Repro mode. Too bad the other options don’t work with MASH in Instance mode. It would be nice to simply use a Seed value to re-arrange the color inputs. But the ramp method has its advantages for making a bias for certain inputs. Thanks!
@pipe_mm Not at this point, I’m afraid. We do have an improvement request logged (internal bug-tracker id: VMAYA-7339) , however. For now, using the provided workaround should suffice.
This is pretty much fundamental to what instancing is. Instances share a shape node, and shape nodes are what the shader is applied to. I’m not a programmer but I assume this means it’s never going to be possible to use instancing and have randomized shading in the way you’re looking for.