In these lessons: Switchers
For Randomizing
Patterns, Switchers
For Specific Patterns On Specific Objects, and Texture
Baking: Baking Patterns To Use In An Incompatible Render, I
discussed using switcher maps and IDs in 3dsmax. Basically, you assign
a set of IDs to your objects, and then the switcher map will apply a
different map to your object based on this ID. Sadly, it's not as
simple as 1 switcher map and 1 ID type, there's a bunch of different
switcher maps, and there's a bunch of different ID types to use. So
this short little tutorial is basically a spreadsheet showing you the
available switcher maps, which ones work with which ID types, and some
other helpful info about each. Hopefully this will help you get a
better understanding of which switcher and which IDs to use together.
Please read the tutorials above for practical examples of using this
information.
Works On |
Compatible Renderers | Number Of Slots |
Material ID |
Object ID |
User Defined Properties |
|
Sub-object Material |
Materials | scanline, mentalray, vray | unlimited | |||
Multi-map |
Maps, Bitmaps |
mentalray | 20 |
|||
MultiIDMap by Grant Adam |
Maps, Bitmaps | Scanline, Vray | 15 |
|||
VRayMultiSubTex |
Maps, Bitmaps | Vray | unlimited | |||
VRayHDRI Usage: In the file name in VRayHDRI, you can put tags like "c:\temp\diffuse_<mytag>.jpg" then in the User Defined Properties of your object add the string mytag=someString. When V-Ray evaluates VRayHDRI on that object, it will look up the mytag user property for that node and use the texture "c:\temp\diffuse_someString.jpg" for that node. Advantage: Since it can use User Definable Properties, an object can have multiple named ID values per object. |
Bitmaps | Vray | unlimited | |||
CG Source's MultiTextureMap | Bitmaps | Scanline, Vray | unlimited |