Thanks for the file, I've taken a look and made the following changes. In this example I've assumed that you want to randomise 10 rock textures on the gabion wall. If you want more or less you would have to adjust some of these steps.
- Change the source geometry slightly. I randomly assigned materials IDs from 1 to 10 onto the stones using the MaterialByElement modifier. This number may need to change depending on the number of stone textures you would like to randomise.
- Change the wire frames Material ID so that it is one greater than the number of textures, in this case it would be ID 11
- Attach the stones and the wire together into a single object, there's no need to separate them in this case and it'll be easier to manage in RC later.
- In RailClone I created a new Material node for each of the stone's IDs and wired them together in sequence. Each node randomises a different ID between 1 and 10, so the first node randomises ID 1 between 1 and 10, the second ID 2 between 1 and 10, the third ID 3 between 1 and 10 ... and so on. In this way each time the gabion wall segment is used it's stone materials have been randomised.
- For even more randomisation you could add a UVW Xform modifier with randomise Offset on to move the textures for each instance
- The material is a multi-sub object material set up as follows with the stone materials wired into ID slots 1 - 10 and the wire in ID 11.
- Finally I recommend setting the Generator's Default Mode to Adaptive to prevent segment's from being sliced.
You should now have a gabion wall with randomised textures.
I have sent you the ammended file via wetransfer. You should receive it soon but please let me know if you have any further questions.