By user ID – Assigns random colors based on user's ID. By render ID – Assigns random colors based on RenderIDs. By face ID – Assigns random colors based on material IDs of the object's faces. if you add/remove other objects, or rename them, you still get the same colors. It is useful because the node handle survives through scene editing - e.g. This option generates the color index based on that node ID. By node handle – Each node in 3ds Max is assigned a unique number (a handle) when it is created. By particle ID – Assigns random colors based on ParticleID (works for VRayInstancer source objects and Thinking Particles). By element – Assigns random colors based on element (e.g. By object ID – Assigns random colors based on object's ID. By instance ID – Assigns random colors based on InstanceID (works for Alembic instances, VRayInstancer source objects, VRayEnmesh, and Chaos Scatter). This allows the color to remain consistent if the object is merged into another scene, or X-Ref'd etc. Randomization – (active only when the Random mode is selected) Specifies what elements serve as basis for randomizing the colors.īy name – Generates a color index based on the name of the node that the texture is applied to. Seed – Changes the randomization pattern. Random – Randomly chooses IDs (via the Randomization modes) when feeding the data (color or texture) to the material. Object ID – Considers the Object IDs of the object when feeding the data (color or texture) to the material. Get ID from – Specifies the meaning of the ID parameters.įace material ID – Considers the face IDs of the object when feeding the data (color or texture) to the material.
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