workaround for "multy texture"

3D Studio Max Plugin (Export Script Plugins developed by [gk] and KilaD; Integrated Plugin developed by Karba)
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paoloverona
Licensed Customer
Posts: 435
Joined: Thu Mar 29, 2012 8:40 pm

Hi,
In those days I was testing Forest Pack capabilities. Unfortunately seems that its embedded materials doesn't respond too much to the Octane conversion...no way, at least for me, to use directly Octane Materials when placing some native Forest pack geometry (an octane conversion is always needed).
During the conversion of Forest Pack materials into octane's I found a trick for applying a sort of "multy texture" to the geometry scattered with Forest Pack and assing randomly to it.
The trick consist few steps:
1) create a "Multy sub Object" Material with all the materials needed (...unfortunately this method doesn't work with only textures, but with materials)
2) assign the material to the Forest pack object (material apply image )
3) check the box "mesh" into the "display" section of Forest Pack (display image)
4) add a "material by element" modifier to the Forest Pack scatter, check "random distribution" and set the number of material you have created in the "Mutly sub Object" material (material by element image)
5) enjoy ;)
Attachments
material by element
material by element
dispaly
dispaly
material apply
material apply
multy_forest_custom.jpg
mutly_forest_pack.jpg
intel i7 3820 3.6GHz, 16Gb 1600Hz, windows 7 professional 64bit, gtx 580 3Gb x2, Octane 3dsMax 2.58
Moonhowl
Licensed Customer
Posts: 62
Joined: Tue Apr 13, 2010 12:07 pm
Location: London

Thanks for the tip!
Asus V Extreme motherboard, i7-5930K CPU, 32 GB DDR4 Quad Channel RAM, 3x Nvidia Geforce 1080ti, Windows 7 Ultimate 64, 3DS Max 2019 64
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