The tree models I got from our library is from Evermotion and all leaves are of a single mesh. It comes with a single shader with some leaf textures. Is there a way to randomize the hue of the main diffuse texture with something like VRayMultiSubTex for this? I have tried plugging two textures into a VRayMultiubTex and tested all the randomize mode provided but none of them gives me a randomized result.
If I separate the mesh, it will turn into thousands of meshes where each leaf is composed of 5 or 6 triangles. It bogs down the UI and rendering performance so I guess it’s a no go.
Peter guthrie did a sneaky thing on his autumn trees and uses 3d noises as mix maps to mix between a few different colour corrections of the same single bitmap as a bit of a half measure - I know what you’re asking for is pretty much the forest color map which I’d also love as base functionality!
If I remember there is a script that can arrange the uvs into a grid. Gnomon did a series on creating forest scenes and goes over this process. I’ll take a look today to how the script worked.
@francomanko Thanks for brining up the samplerinfo’s additional VRay outputs attributes. Will give that a go! @stezza I remember that forest scene tut by Alex. Might still have that from our library. cheers! @john , LOL and cheers!
so i got it working using the ramp method, but guess what…yet again it doesnt work with Cuda. Seriously getting very despondent about the way GPU rendering is going with vray.
@francomanko I would recommend making a new thread asking devs to implement this for Vray GPU.
They might already have something working in Vray for 3Ds Max. And they always consider user requests
@francomanko very cool! I got it to work but the setup is a bit different than yours. It’s inspiring to see your shading network. What is the functionality of that multiplyDivide node? Can you just plug the output of the ramp to ColorCorrect’s hue shift?
it was from some other object, but it was just to multiply the ramp 0-1 values to make a bigger adjustment to hue, i forget why i used 100, there must have been a good reason
@francomanko just want to let you know your setup works like a charm in my current scene. I figured the multiple by 100 is so that each control point in the v-ramp can be set up to range between 0.01 to 3.60 because the hue shift is basically from 1 to 359.
Thanks again!