This page contains information about the V-Ray Multi.

 

Overview


The V-Ray Multi texture allows the user to control any parameter that can be mapped based on the Object ID or Face ID on which the final material is applied.

 

UI Path


 


||mat Network|| > V-Ray> Procedural Textures > V-Ray Multi

||out Network|| > V-Ray Render Elements node > V-Ray > Procedural Texture > V-Ray Multi




Node


The V-Ray TexMulti node provides inputs that correspond to the parameters in the section below.

 

 

Parameters


 


Textures Count – Sets the amount of texture slots for V-Ray Multi.

Mode – Specifies the meaning of the ID parameters.

Face Material ID – The V-Ray Multi considers the face IDs of the object when feeding the data (color or texture) to the material.
Object ID – The V-Ray Multi considers the Object IDs of the object when feeding the data (color or texture) to the material.
Random by Node Handle – Each node in 3ds Max is assigned a unique number (a handle) when it is created. This option generates the color index based on that node ID. It is useful because the node handle survives through scene editing - f.e. if you add/remove other objects, or rename them, you will still get the same colors.
Random by Render ID – The V-Ray Multi assigns random colors based on Render IDs.
Random by Name – Generates a color index based on the name of the node that the texture is applied to. This allows the color to remain consistent if the object is merged into another scene, or X-Ref'd etc.
Random by Particle ID – The V-Ray Multi assigns random colors based on Particle ID (works for VRayInstancer source objects and Thinking Particles).
Random by Instance ID – The V-Ray Multi assigns random colors based on Instance ID (works for Alembic instances and VRayInstancer source objects).

Default Texture – A default color or texture for objects without Object IDs or Face IDs.

Interpolate – If the switch value falls between two used textures, this interpolate between them. Otherwise, when disabled, the closest texture from the list is used.

Loop Textures – This option works in Face Material ID and Object ID modes. When the faces or objects assigned with V-Ray Multi map are more than the sub-textures in the map, the Loop Textures option goes through all sub-textures and once they finish, reverts to the first sub-texture, continuing until all faces or objects get a sub-texture. In Object ID mode all objects with an assigned ID different than 0 get a sub-texture. The ones with object ID equal to 0 get the Default Texture color.

Seed – When the mode is set to Random by Name, this parameter allows the user to change the randomization pattern.


 

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