rappet wrote:This is like random color texture, but now it is just working with color, right?
And you want to see a random image texture (instead of only color) with kind of mixture... Is that correct?
abstrax wrote:Hi Smicha,
that's quite a clever way to "scatter" textures over instances. There is only one problem: The gradient node only allows up to 256 (I think - would need to check the code) input textures. You could create more pins, but to achieve a fast (constant time) mapping from input value to to output texture, the maximum number of possible positions needs to be limited. When I wrote it, I thought 256 should be enough. In the beginning it was even limited to 16 positions...
We can have a look at how hard it would be to create a random float value node instead. Basically with a min/max/step for X/Y/Z as displayed in your mockup.
abstrax wrote:Ok here is a first version of the script:
Please make sure that you use version 2.05.2, since previous versions have a bug in the property binding which breaks the script (basically the greyscale check box and texture directory field aren't read out).
I hope it does what you want. I have limited the maximum number of variations to 256 which is the maximum number of input pins that make sense on the gradient node (for the reasons I explained before).
The last settings will be stored in a file in your temp folder and loaded automatically the next time you run the script.
smicha wrote:YES!!! IT WORKS. I am happy like a kid
At the screenshot you see one box, two textures and almost 2000 UVed instances - (almost, up to 256 variations) all look different.
So now it's time for more wishes
1. Could you please code extra option to select not only a folder for texture path but also a single image, or holding ctrl more images?
2. Could you please code extra option to lock U and V scaling together?
What is your opinion: is it possible to create just a node that would replace the script and it would have inputs same as inputs from the panel?
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