![]() We use a Bricks Weathered material available in the Chaos Cosmos Browser. In this example, we show how to render a brick wall with the help of Stochastic Tiling. The Stochastic Tiling parameter can help you achieve a non-repeatable look by randomizing the texture mapping in each tile. Stochastic tiling – Changes the mapping based on the UV tile. ![]() if you add/remove other objects, or rename them, you still get the same colors. It is useful because the node handle survives through scene editing - e.g. ![]() This option generates the color index based on that node ID. teapot lid, etc.) IDs of the object īy face ID – Considers the face IDs of the object when feeding the data (color or texture) to the material īy instance ID – Assigns random colors based on InstanceID (works for Alembic instances, VRayInstancer source objects, VRayEnmesh, and Chaos Scatter) īy particle ID – Assigns random colors based on ParticleID (works for VRayInstancer source objects and Thinking Particles) īy render ID – Assigns random colors based on RenderIDs īy object ID – Considers the Object IDs of the object when feeding the data (color or texture) to the material īy node handle – Each node in 3ds Max is assigned a unique number (a handle) when it is created. īy element – Assigns random colors based on element (e.g. This allows the color to remain consistent if the object is merged into another scene, or X-Ref'd etc. Multiple modes can be combined.īy name – Generates a color index based on the name of the node that the texture is applied to. Randomize – Specifies a mode for randomization. Seed – Changes the randomization pattern when one or more of the randomization modes are used.
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