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The order in which PxrMultiTexture will assign its textures to the objects.
Value | Mode | Description |
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0 | Ordered | Textures ordered based on the random source. The number will wrap in the 0->numTextures range. When using the textureID PrimVar, the texture index will match the primvar. |
1 | Random | Textures randomised based on the random source. |
Tiling
Tiling Mode
Select between Regular and Hexagonal tiling modes
Frequency
Texture frequency
Blend Width
Exponentiated blending as described by Burley
Randomize
Random Source
For each object to get a different variation, you need to select something unique about them to create a unique seed. You have a choice between the object's id, the object's name and a "textureID" primitive variable.
Value | Source | Depends on |
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0 | Object Id | Attribute "identifier" "float id" |
1 | Object Name | Attribute "identifier" "string name" |
2 | textureID PrimVar | "constant float textureID" [0] |
- The first two attributes are created by the software outputting the RIB and depending on your application (Maya, Katana, etc...), one may work better than the other.
- The textureID primitive variable needs to be created on your scene shapes and set to a value between 0 and 9 (PxrMultitexture supports up to 10 textures). If this mode is selected and the primvar does not exist, the pattern will assume a value of 0, i.e. the first texture.
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Extra Seed
If you want one of these patterns to compute a different variation, set the randomExtraSeed to a non-zero value. This parameter will only influence the randomization parameters (randomOrientation, randomFlipS, etc).
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Randomly offset t. You should probably avoid this if your textures are not tiling seamlessly.
Manifold 2D
Angle
Global rotation angle around the origin of the st domain.
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Name of custom 1D T primvar.
Anchor | ||||
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The "rmanFtextureID"
will appear in the channel box and the attribute editor so you can set its value and will be exported by RFM as the expected "float textureID"
primvar.