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 spreadsheet shows you the
available switchers, 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 | 3dsmax scanline, 3dsmax vray | unlimited | |||
MultiIDMap by Grant Adam |
Maps, Bitmaps | 3dsmax scanline, 3dsmax vray | 15 |
|||
VRayMultiSubTex |
Maps, Bitmaps | 3dsmax 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 | 3dsmax vray | unlimited | |||
CG Source's MultiTextureMap | Bitmaps | 3dsmax scanline, 3dsmax vray | unlimited |