VRayMultiSubTex - Non-Technical explanation possible?

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.

Render IDs are assigned to objects during rendering; there is no guarantee that they will remain consistent between two renders, f.e. when adding/deleting new objects to/from the scene.

Node handles on the other hand are assigned to objects when they are created and are consistent between renders and scene edits.

In practice there’s probably not a lot of difference between the two modes for the majority of uses, maybe it makes sense to remove the “Render ID” one later on.

We’ve thought about a “Per Element” option, but it’s more tricky to implement and we also didn’t quite know how to export it for V-Ray RT (GPU) when we get to it later on.

Best regards,
Vlado

Alright, thanks for the explanation. I used RenderID for most cases, good to know that it wouldn’t be consistent.
A per Element option would be cool in the future but I understand it is not a high priority thing :slight_smile: