Face material ID - when this mode is selected, the VRayMultiSubTex will consider the face IDs of the object when feeding the data (color or texture) to the material.
Object ID - when this mode is selected, VRayMultiSubTex will consider the Object IDs of the object when feeding the data (color or texture) to the material.
Random by Node Handle - when this mode is selected the VRayMultiSubTex will assign random colors based on the Node Handle.
Random by RenderID - when this mode is selected the VRayMultiSubTex will assign random colors based on RenderIDs.
Random by Name - when this mode is selected the VRayMultiSubTex will assign random colors based on geometry names.
Random by ParticleID - when this mode is selected the VRayMultiSubTex will assign random colors based on ParticleID.
Random by InstanceID - when this mode is selected the VRayMultiSubTex will assign random colors based on InstanceID.
Shouldn’t one avoid to explain terms with themselves? ^^
Well I can mostly wrap my head around what each one of these is - but it would be awesome if you can either put up examples or explain those modes more indepth.
In my particular case I was wondering what the difference between Node Handle and RenderID is?
More specifically I am lookinf for a solution to the following:
I got one object with n mesh elements. I need to use MultiSubTex to randomly color these mesh elements.
The most comfortable solution would be to have a “Per Element” option. I am aware that I can either detach all the objects or assign random material IDs to them, which in my particular case I would like to avoid if possible.