Is there a way to randomize a texture based on the particle ID and the VrayMultiSubTex? It doesn’t seem to carry through Instance ID, Particle ID or anything to the texture.
I’ll take a look. I’m probably just failing to set those fields.
Is there a recommended method to support multi texture or material support with primitives?
Yes, that’s supported by using an ordinary Multi/Sub-Object material, along with the options in Frost’s “Material” rollout, such “ID from MtlIndex Channel” and “ID from Shape Number”.
I notice we don’t have an option to set the Material ID from the particle ID; would that be useful for you?
Particle ID would be very useful. I’m doing it now through a magmaflow to write: ID -> Mod(X) -> MaterialID. And then in the Vray Shader I have Multi-Sub [X] and all X are an instance with a VrayMultiMatte with “MatID” as the driver for which material to use and that’s working on the material side in that Vray seems to be picking the material randomly even with every MatID in the multisub being “identical” … kind of. It doesn’t seem to be stable since the Index Doesn’t seem to remain static from one render to the next which is very peculiar. So every time I render the same frame I get a new map. Looking into that.