Multi-Texture tutorial and samples

3D Studio Max Plugin (Export Script Plugins developed by [gk] and KilaD; Integrated Plugin developed by Karba)
Forum rules
Please post only in English in this subforum. For alternate language discussion please go here http://render.otoy.com/forum/viewforum.php?f=18
Post Reply
neonZorglub
OctaneRender Team
Posts: 1007
Joined: Sun Jul 31, 2016 10:08 pm

---- Multi-Texture usage ----
(from plugin version 2021.1.4 - 12.16)

Octane Multi-Texture allows to apply randomly multiple textures to an object.

1) Add images to the image list.
Use the Add images button, and select 1 or several image files
2) Apply the material to some objects
3) Use the 'Refresh objects' button in the Reference Objects rollout.
This will check the geometry settings and provide a 'Fix issues' button to configure the Octane Geometry modifier correctly automatically.

You can choose one of the 2 ways to differenciate faces for the random texture assignment:
-Using the Material IDs.
-Using the Polygon connections.
This creates internal IDs for each group of connected polygons.

* Seed: Base for random numbers generation.

* Use instance ID
This allows to have different random textures on several object's instances.
If disabled, all instances will have the same randomness.


-Removing images from the list:
Select one of several images, and use the context menu (right click) and choose 'Remove image(s)'
In this menu, the 'Explore image folder' opens Windows Explorer at the folder location.

The Multi-Texture is a wrapper using Octane Image Tile, so there are the same output settings available (power, color space, etc..)

The object list provide a context menu for selected objects, and allow to change the geometry assignment type (Material ID / Polygon connection)

Notes:
-When using copies of objects instead of instances, the instance IDs will the same by default.
You can assign unique Instance IDs globally for all reference objects, so they will have a different randomness (object list context menu).


Note: Drag and drop of external image files is partially supported. You currently need to drop files on the right of the 'Add images' button, not in the list itself.
This will be fixed in future releases.
MTX_Material Editor - diff_multiTx.png
Samples :
Multi-Texture_samples.zip
(575.66 KiB) Downloaded 246 times
MTX_sample1_Viewport.png
Multi-Texture_sample1_MtlID.max
using the default Box (witch has 6 different material IDs), each side use a different random texture.

Note that the teapot has both different material IDs, and separate parts. So you can use both methods to differenciate faces.
MTX_sample2_Viewport.png
Multi-Texture_sample2_connectedPolys.max
The first object (tiles1_connectedTri) do not have material IDs, and faces are grouped by their connection.
The second object (tiles2_mtlIDs) has some material ID, so both methods can be used.
Rik
Licensed Customer
Posts: 423
Joined: Wed Jul 28, 2010 8:57 pm

But we've been doing this for years with multi material and the material id modifier.
What can this do that's new?

Can you please tell us when support for bercontiles will happen?
neonZorglub
OctaneRender Team
Posts: 1007
Joined: Sun Jul 31, 2016 10:08 pm

Rik wrote:But we've been doing this for years with multi material and the material id modifier.
What can this do that's new?

Can you please tell us when support for bercontiles will happen?
Hi Rik,
The Octane Multi-Tile main feature is to be applied to a geometry that has distinct parts, like the floor tiles in the second sample of previous post, without the need to setup material IDs for each part..
The option to use material ID is just an additional feature, for some geometries where the connected polygons don't match what you want.

For Bercon tile support, I suppose you are talking about this ? https://github.com/Bercon/BerconMaps

For use of the Bercon tile alone, the option to Bake it works well with octane, as in the sample berconTile02_oct.max:
BerconTileSamples.zip
(841.8 KiB) Downloaded 214 times
berconTile02_oct.png
(Render settings: tools tab, Material converter: Enable bake other unsupported: On)

But I suppose you want to use Bercon tile with MultiTexture from CG Source ?

like the sample berconTile03_multiTile_Scanline.max:

Rendered with Scanline Renderer:
berconTile03_multiTile_Scanline.jpg
This currently can not be baked (I think because of the use of 2 uv channels).


Could you confirm that it's what you want to use , or send me a sample that works with Scanline Renderer, and not with Octane ?

I can check if it can be possible to use octane Multi-Texture for this, or to make the baking work..

Thanks
HHbomb
Licensed Customer
Posts: 1372
Joined: Wed Jun 30, 2010 8:45 pm
Contact:

HI,
how do the images are loaded ? I thought it is alphabetical... but no.
Order is very important : when you load diffuse images and opacity ones for exemple.
I succeed one time, but second test images were messed up.
Any tip ? Thanks
YOKO Studio | win 10 64 | i7 5930K GTX 3090 | 3dsmax 2022.3 |
Rik
Licensed Customer
Posts: 423
Joined: Wed Jul 28, 2010 8:57 pm

neonZorglub wrote:
Rik wrote:But we've been doing this for years with multi material and the material id modifier.
What can this do that's new?

Can you please tell us when support for bercontiles will happen?
Hi Rik,
The Octane Multi-Tile main feature is to be applied to a geometry that has distinct parts, like the floor tiles in the second sample of previous post, without the need to setup material IDs for each part..
The option to use material ID is just an additional feature, for some geometries where the connected polygons don't match what you want.

For Bercon tile support, I suppose you are talking about this ? https://github.com/Bercon/BerconMaps

For use of the Bercon tile alone, the option to Bake it works well with octane, as in the sample berconTile02_oct.max:
BerconTileSamples.zip
berconTile02_oct.png
(Render settings: tools tab, Material converter: Enable bake other unsupported: On)

But I suppose you want to use Bercon tile with MultiTexture from CG Source ?

like the sample berconTile03_multiTile_Scanline.max:

Rendered with Scanline Renderer:
berconTile03_multiTile_Scanline.jpg
This currently can not be baked (I think because of the use of 2 uv channels).


Could you confirm that it's what you want to use , or send me a sample that works with Scanline Renderer, and not with Octane ?

I can check if it can be possible to use octane Multi-Texture for this, or to make the baking work..

Thanks
Thanks v much - great reply, much appreciated.

'But I suppose you want to use Bercon tile with MultiTexture from CG Source ?'

Yup, exactly that.
Here's a vid on youtube which is exactly what's needed, working with Vray.... ;)

https://youtu.be/phhlBboBWxI

If you can get this working in octane that would be perfect.

Cheers
neonZorglub
OctaneRender Team
Posts: 1007
Joined: Sun Jul 31, 2016 10:08 pm

HHbomb wrote:HI,
how do the images are loaded ? I thought it is alphabetical... but no.
Order is very important : when you load diffuse images and opacity ones for exemple.
I succeed one time, but second test images were messed up.
Any tip ? Thanks
Hi HHBomb,
The order is as we see in the list..
When adding multiple images at once, I'm afraid it's a bit up to Windows : could depend of the date / time of images, or some other criteria.. It might be different when dropping images, you could try that..
If your 2 sets still do not match, you currently would have to add images one by one !
Sorry about that! I'll fix this in the next release, sorting the list alphabetically ..
Thanks
HHbomb
Licensed Customer
Posts: 1372
Joined: Wed Jun 30, 2010 8:45 pm
Contact:

Thanks NZ. It would be nice to stably sort the images :-)
YOKO Studio | win 10 64 | i7 5930K GTX 3090 | 3dsmax 2022.3 |
samsue
Licensed Customer
Posts: 388
Joined: Thu Jan 17, 2019 10:04 am

Hey

How do I apply textures to specific ids?
Attachments
3dsmax_mYeKn2oV3T.png
Post Reply

Return to “Autodesk 3Ds Max”