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Table of Contents

This page contains information about the V-Ray Multi ID Texture.


Overview


The V-Ray Multi ID texture allows you to apply multiple textures to a single object. The mapping is handled on a per-primitive basis based on face IDs generated either by a custom primitive attribute, chosen from the V-Ray Object Properties' Object ID parameter, or created on render-time by V-Ray.

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Parameters


Get IDs From – Specifies the meaning of the ID parameters.

Object ID – Considers the object IDs when feeding the data (color or texture) to the material.
Random by Node Handle – Each node in Houdini 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 - e.g. if you add/remove other objects, or rename them, you will still get the same colors.
Random by Render ID – Assigns random colors based on Render IDs.
Random by Node 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 Object ID – Assigns random colors based on the object's ID.
Texture (id_gen_tex) – The texture ID is sampled from the id_gen_tex input of the Multi ID texture VOP.
Random by Tile – Assigns random colors/textures for the tiles generated by the BerconTile plugin.

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

Loop Through Textures – 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. 

Random Hue/Sat/Gamma – These three parameters control post-process randomization of the output color. Input value is percentage of the HSV/gamma range and specifies the maximum random deviation, where gamma range is fixed to [1/10,10]. See the Random Hue/Sat/Gamma example below.

Random Seed – When the mode is set to Random by Name, changes the randomization pattern.

Blend Textures for Non-Integer IDs – If the switch value falls between two used textures, this interpolates between them. Otherwise, when disabled, the closest texture from the list is used.

Non-Integer IDs – Specifies how floating point IDs are treated. This option is only considered when Blend Textures for Non-Integer IDs is disabled.

Round to Nearest – An ID value of 0.6 is rounded up to 1. An ID value of 0.4 is rounded down to 0.
Round Down – Any ID value is truncated to produce an integer ID.

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





Example: Random Hue/Sat/Gamma


The following example shows how the Random Hue/Saturation/Gamma affect the objects in the scene. Each example uses the maximum value of 100.


No Random Hue/Sat/Gamma applied

Hue = 100.0

Saturation = 100.0

Gamma = 100.0

Hue/Sat/Gamma= 100.0