Switchers And IDs, Which To Use When
By Neil Blevins
Created On: Feb 17th 2014

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




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