So I'm working on a slate roof - I've used one of the built in styles.
The scale of the tiles was wrong so I've extracted the base geometry into my viewport and adjusted the scale with an FFD Modifier - all is good.
The issue I've having now is mapping and randomizing.
Basically I have one slate material, what I want to do is add this to a Multi-Sub, to create 10 variations of the diffuse map. I also want to combine this then with the CoronaUVWRandomizer.
The main material has a real world scale of 2mx2m, so it's plenty big enough to cover an individual tile.
What's the best way to go about this?
I was thinking, adding UVW Maps with Real World Scale ticked to each piece of base geometry, collapsing the Railclone to Poly, assign unique ID's, then materialbyelement.
However this seems incredibly long winded and counter intuitive, so what's the easiest way to ensure each tile is using RealWorldScale Box Mapping and ensuring they all have Unique ID's without destroying the Railclone. And would this then work with a Multi-Sub setup and Corona UVW RAndomizer?