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Author Topic: MatID & multitexture dispatch  (Read 3325 times)

zules

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MatID & multitexture dispatch
« on: July 19, 2017, 10:37:42 AM »
Hello,
as usual, i'm having trouble with texture dispatch on multiple object inside a RC object...
I really need to try the V3 as i'm still on 2.7.4 for now.

As you can see, i'm working on some chalet and need to dispatch 42 different textures of oakboard on all this wooden pieces.

The numbers on the picture :
• 1 is a serie of 6-8 boards : I used 1 Linear1S to dispatch 1 box using MatID 01 and using a material node to randomize MATID01 from 01 to 42.
• 2 are structural wooden plot, also using a Linear1S but into the corner slot as the spline is divided into parts (and so vertex) to respect the rythm. Same mat node as 1.
• 3 use 2 Linear1S to dispatch box01 and box02 both using MATID01 & same mat node as 1 & 2.
• 4 are instanced poly objects. I have to use multitexture on object mode to have some randomness on each "arc".

As you can see on the other attached pics, I use a wood board shader with multitexture on MATID mode with 42 boards, plugged on a multisub-mat with 43 slots (42 wood / 1 glass as I use also some).

Can you help me to solve the repetitive texture on 1 / 2 / 3 and dispatch correctly 42 borads ?

It's a bit in a hurry but I really cant figure it out....

PS i work on Corona.

Thanks !

JG
« Last Edit: July 19, 2017, 10:40:54 AM by zules »

Michal Karmazín

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Re: MatID & multitexture dispatch
« Reply #1 on: July 19, 2017, 04:56:32 PM »
Hi,

As you've mentioned, you're using the Corona renderer, let me point out, that some of features are "fully supported" only in case of V-Ray render engine (as you can see in the Feature Compatibility table, for the rest of renderers it can be enabled by turning off the instancing engine). Use of features like Material / UVW XForm Operators as these are just partially supported due to technical limitations on some render engines.

To get it working correctly with the Corona Renderer, the Use Instancing Engine should be switched-off.

Hope that helps and please let us know that's all working fine or you are still facing troubles with it. Thanks in advance.

Best regards,

zules

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Re: MatID & multitexture dispatch
« Reply #2 on: July 19, 2017, 07:17:21 PM »
Michal, you're a Lord !
It works way better.... I search for hours.... just this to untick  :o

By the way, any better way to have simpler shader using lots of maps & different material as in here ?

Mat01 : wood with multitexture 42 boards / ID 01-42
Mat02 : glass simple / ID 43
Multisub : 1-42 wood 43 glass ?

Thanks again !

JG

zules

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Re: MatID & multitexture dispatch
« Reply #3 on: September 08, 2017, 06:33:21 PM »
I re-open my topic because it's about the same pb...

I can't get any matID dispatch with a RC object....
I disabled the render engine bc I use Corona...

For example, if I create an object made of two box elements and a MaterialByElement modifier & apply a Corona shader with a Multitexture, the two elements get a different map that is great, but when dispatched by RC, all the object are with the 2 same previous maps all around.

So, does the base geometry need any MaterialByElement modifier on it ?
Is a Multitexture material well working in this case ?

Did I miss something (obviously) ?

Thank you !
« Last Edit: September 08, 2017, 06:35:49 PM by zules »

Michal Karmazín

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Re: MatID & multitexture dispatch
« Reply #4 on: September 12, 2017, 12:48:23 PM »
Hi,

I would suggest you to check the following "How-To: Using Bercon Gradient and MultTexture" article. The way how CoronaMultiMap can be used is very similar - in the Material ID mode.

Let me add mention, that the RailClone object doesn't automatically inherit any of materials used by its Segments and the user is responsible of creating a material and applying it to the Railclone object. If there are different materials applied to the source geometry, user needs to create its own multi-sub material, assigning a different material ID to each element and applying it to the whole RailClone object.

Hope that helps.

Best regadrs,

zules

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Re: MatID & multitexture dispatch
« Reply #5 on: September 13, 2017, 09:11:05 AM »
Thank you, I will have a test.