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title: "VRayMultiSubTex"
canonical: "https://documentation.chaos.com/space/VMAYA/111740685/VRayMultiSubTex"
format: markdown
---
This page provides information on the V-Ray Multi Sub-Object Map. Overview The VRayMultiSubTex texture distributes multiple textures to many objects via one single material based on specified IDs or a random distribution. In the image shown here, the  Get ID from  parameter of a VRayMultiSubTex is set to  Object ID . Each part of the ball has its own Object ID, and a different texture is assigned to each ID. The VRayMultiSubTex is then assigned to the  diffuse  channel of a single  VRayMtl . ||Hypershade|| >  Create panel  >  VRay  section >  2D Texture  >  VRay Multi Sub Tex Parameters Default Color  – Specifies a default color or texture for objects without Object IDs. Base parameters Get ID from  – Specifies the meaning of the ID parameters. The dropdown menu offers the following three options: Random  – Randomizes based on the selected option below. Use object ID  – The VRayMultiSubTex considers the Object IDs of the object when feeding the data (color or texture) to the material. Texture Switch  – Enables the Switch texture parameter to determine which texture is used in the material. When Get ID from is set to  Random , the following checkbox options are active. You can select multiple options at once.   By Object ID  –   The VRayMultiSubTex assigns random colors based on the Object IDs of the objects. By Render ID  – The VRayMultiSubTex assigns random colors based on RenderIDs (internally generated by V-Ray). Note that  Render ID is inconsistent between renders. You can use the By scene name mode, instead.  By Node name  – Generates a color index based on the name of the node that the texture is applied to. By Instance ID  – The VRayMultiSubTex assigns random colors based on the IDs of objects instanced with the particle instancer in Maya. By scene name  – The VRayMultiSubTex assigns random color/texture based on each object's full scene path. A full scene path means that it can be used for multiple objects with the same name but located on different levels/branches in the hierarchy of the scene, e.g. instances in different groups. This option preserves the same random result per object, even if one or more objects are added or deleted from the group. By Poly Shell  – Randomizes color/texture per poly shell of an object. By User ID  – Randomizes textures based on a  User Attribute  assigned to the specific objects and set in the User Attribute field of the VRayMultisubTex. User Attribute  – This field stores all user-defined attributes, separated by semi-colons, applied to the MultiSubTex. Switch texture  – A floating point value that calls the texture from the Texture List (below in the UI) by the ID number. Seed  – When the mode is set to  Random by node name , this parameter allows the user to change the randomization pattern. Random Hue/Saturation/Gamma  –  Active when the  Get ID from  parameter is set to some of the  Random  options. These parameters randomize the output color during post-processing. Each parameter's value specifies the maximum random deviation from the original value within a given scale.  See the  Random Hue/Sat/Gamma   example . Hue  – Randomizes hue. The output color hue is modified within [-180°, 180°].  See the  Hue Variation example . Saturation  – Randomizes saturation. The output color saturation varies within [-0.5, 0.5] offset. Values outside [0, 1] are clamped.  See the  Saturation Variation example . Gamma  – Randomizes gamma. The output color gamma is gamma-corrected with random gamma (or 1/gamma) within [0..1]. Interpolate  – If the switch value falls between two textures from the  Texture list , interpolates between them. Otherwise, when disabled, the closest texture from the list is used. Loop Through Textures  – This option works in  Use object ID  mode. When the faces or objects assigned with VRayMultiSubTex map are more than the sub-textures in the map, the  Loop Through Textures  option goes through all sub-textures and once they finish, reverts to the first sub-texture, continuing until all faces or objects get a sub-texture. In the Use object ID mode, all objects with an assigned ID different than 0 get a sub-texture. The ones with object ID equal to 0 get the  Default color .  Texture List Used  – Reorders the connected textures according to their  Used checkbox  (    ).  ID/%  – When  Get ID from  is set to  Random , this field displays  %  and specifies the probability each texture/color has of displaying compared to the rest. When  Get ID from  is set to  Use Object ID  or  Texture Switch , this field displays the  ID  and specifies the ID for each texture/color. Tex  – Reorders the connected textures by name. Delete  – This column contains the delete buttons. Click on the    icon to delete the corresponding sub-texture. Add New Item  – Adds a new sub-texture to the texture list. Texture UV Override  – This option applies a mapping source (such as  VRayUVWRandomizer ) to all the sub-textures. This way, all of the sub-textures can be  How to Set up To set up the VRayMultiSubTex: Connect VRayMultiSubTex to the material's desired input slot. From the  Texture List  >  Add New Item  button, add the needed number of subtextures. Connect the created textures to the VRayMultiSubTex subtexture slots, or create new subtextures from the checkered buttons in the  Texture List . Example: Hue Variation The following example shows how Hue Variation changes the scene. Hue Variation set to 0.   Hue Variation set to 0.25. The Hue is randomly modified within [-45° and +45°] from the initial Red color of the spheres.  Hue Variation set to 1. The Hue is randomly modified within [-180° and +180°] from the initial Red color of the spheres. Example: Saturation Variation The following example shows how Saturation Variation changes the scene. Saturation Variation set to 0. Saturation Variation set to 0.5. The Saturation is randomly modified within [-0.25 and +0.25] from the initial color of the spheres. Saturation Variation set to 1. The Saturation is randomly modified within [-0.5 and +0.5] from the initial color of the spheres. Example:  Random Hue/Sat/Gamma   The following example shows how the Random Gamma affects the objects in the scene. Each example uses the maximum value of 100. Gamma  = 100.0 Saturation  = 100.0 Hue/Sat/Gamma = 100.0 Example: Loop Through Textures The following example shows how the  Loop Through Textures  option affects the distribution of texture applied to five geometries with different IDs. Here, we have a MultiSubTex map with four sub-textures whose interval of valid IDs is [1 - 4]. We also have five geometries whose IDs range from 1 to 6. The IDs of the first four geometries fall within the texture's interval. The fifth geometry's ID (6) is outside that interval. We also have a default color - red. When the Loop Through Textures option is  disabled , the geometries with valid IDs get a texture of equal ID number. The texture whose ID is 6 gets a default color. When the Loop Through Textures option is  enabled , the geometry with ID = 6 is looped and gets the texture with ID = 2. If we uncheck one of the textures, for example texture with ID = 2, V-Ray detects that there is no valid texture for the geometries with IDs = 2 and 6, and it assigns them a default color. Common Uses A few typical uses for the MultiSubTex Map are as follow: Animated values for Switch texture User attributes passed with userScalar Expressions (most common is "= frame" to pass the current frame number as the switch driver)