The order in which PxrMultiTexture will assign its textures to the objects.
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.
|Textures randomised based on the random source.
Select between Regular and Hexagonal tiling modes
Exponentiated blending as described by Burley
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.
Attribute "identifier" "float id"
Attribute "identifier" "string name"
"constant float textureID" 
- 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.
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).
Randomly offset t. You should probably avoid this if your textures are not tiling seamlessly.
Global rotation angle around the origin of the st domain.
Name of custom 1D T primvar.
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.