Author Topic: MultiMap Shader/Random Selection Tag  (Read 1219 times)

2017-11-01, 14:15:30

archirobi

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Hi folks

It would be very useful having a similar tag (or shader) to the "Vray Random Selection Tag" that allows creating a multi-shader material and applying it to different object (like tiles, parquet planks, wood-battens, etc) in order to apply randomly more texture/materials with just one click.

Thanks a lot

« Last Edit: 2017-11-12, 16:18:23 by archirobi »

2017-11-07, 19:43:57
Reply #1

beanzvision

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There is a random material xpresso script out there which is handy for this sort of thing.

2017-11-07, 20:14:23
Reply #2

Cinemike

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How would it be different to the Variation shader?

2017-11-10, 14:22:12
Reply #3

archirobi

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How would it be different to the Variation shader?


The Variation shader works only with clones. The Vray tag works with singles objects. Maybe in corona for 3ds there's something similar called "Multimap".

2017-11-10, 15:28:07
Reply #4

houska

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The Variation shader works only with clones. The Vray tag works with singles objects. Maybe in corona for 3ds there's something similar called "Multimap".

Variation shader works for any type of object. Look:

2017-11-12, 14:19:17
Reply #5

archirobi

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Sorry, I made confusion with the Mograph Multi shader.
Anyway the variation shader in my R17 can apply only 2 textures (multiple textures are possible only with R18 or above).
That's why I've always used the Vray tag and that's why I wish I had something like that in Corona.
« Last Edit: 2017-11-12, 14:47:49 by archirobi »

2017-11-13, 15:11:17
Reply #6

houska

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In any case, this is something that we would do only after the major features are finished, which I hope you understand...

2017-11-13, 18:04:21
Reply #7

Eddoron

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Sorry, I made confusion with the Mograph Multi shader.
Anyway the variation shader in my R17 can apply only 2 textures (multiple textures are possible only with R18 or above).
That's why I've always used the Vray tag and that's why I wish I had something like that in Corona.

Why don't you just put a variation shader into the variation shader?

Sure, a bit of a brute approach but it works.