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This page provides information on the V-Ray Multi Sub-Object Map.


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Overview


The VRayMultiSubTex texture distributes multiple textures to many objects via one single material based on specified IDs or a random distribution.

In the image shown here, VRayMultiSubTex's Get ID from parameter has its type set to Object ID. Each part of the ball is assigned a texture. The VRayMultiSubTex is then assigned to the diffuse channel of a single VRayMtl.

 

UI Paths


 

 

||Hypershade|| > Create panel > VRay section > 2D Textures > VRay Multi Sub Tex

 ||Create Render Node|| > VRay section > 2D Textures > VRay Multi Sub Tex

 

 

Parameters


 

 

 

Default Color – Specifies a default color or texture for objects without Object IDs.

Get ID from – Specifies the meaning of the ID parameters.

Use face material ID – When more than one material is applied to the different faces of the same object, Maya will internally create face IDs. If all those materials share the same VRayMultiSubTex, V-Ray will consider the face IDs when feeding the data (color or texture) to the materials.
Use object ID – The VRayMultiSubTex will consider the Object IDs of the object when feeding the data (color or texture) to the material.
Random by RenderID – The VRayMultiSubTex will assign random colors based on RenderIDs (internally generated by V-Ray).
Random by node name – Generates a color index based on the name of the node that the texture is applied to.
Random by instance ID – The VRayMultiSubTex will assign random colors based on the IDs of objects instanced with the particle instancer in Maya.
Texture Switch – Enables the Switch texture parameter to determine which texture will be used in the material.

Switch texture – A floating point value that calls the texture from the Texture List (below in the UI) by the ID number.

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


Add New Item – Adds a new sub-texture to the texture list.

Used – Enables the sub-texture for rendering.

Value – For modes that use IDs, specifies the ID that will correspond to each texture.

 

Common Uses


A few typical uses for the MultiSubTex Map are as follow:

  • Animated values for Switch texture
  • User attributes passed with userScalar
  • Expressions (most common is "= frame" to pass the current frame number as the switch driver)