VrayMultiSubTex + MASH

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!
-Brian

Try using this method for randomly assigning colors (textures) to MASH instances.

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!

is it really not possible to use the VrayMultiSubTex with Maya Mash?

@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.

btw it is possible and it always worked
but it only seems to work in CPU mode - not in GPU

edit:
CPU works with:
“Random by render ID”
“Random by instance ID”

GPU only works with:
“Random by render ID”

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.