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VRay: Assign random hue shift?


Creationtwentytwo
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Hey all, got a bit of a question.

 

I'm working on a scene with a 'red-brick' style house, with flat roof tiles, like you'd see on an older English house, the small, overlapped slate tiles (in this case, they're actually clay).

 

I decided to model the tiles since it was fairly quick and easy, but now I'm wondering how best to texture them.

 

Is there a way I can create some sort of material (MSO maybe?), and have a few instances of the same rooftile material, each with slightly shifted hues? Then assign them at random to different tiles? There's probably 5000+ tiles so doing it by hand isn't a route I wanna go down particularly.

 

Or any better ideas welcomed!

 

Thanks

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Actually, while we're on the subject, I've got another question regarding texturing.

 

I come from a game art background and am pretty new to pre-rendered work, so I'm unaware of a lot of the techniques available.

 

One thing I'm wondering is whether it's possible to create some kind of blend material with Max/Vray to break obvious tiling on large surfaces?

 

For example, in the Unreal3 Engine, you can create a material with 2 tiling diffuse textures which are blended over each other using a tiling mask which is offset/repeated at a different value to the diffuse. Therefore reducing tiling over large meshes.

 

Is there anything similar in VRay?

 

Thanks

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Awesome, thanks Nicnic.

 

Guess I coulda probably figured that one out myself just by looking at the name!

 

I had a play with it, am I right in thinking I just put my base diffuse into 'Base', then additional textures into one of the 'Coat' slots, then add my tiling mask into the 'Amount' slot?

 

Seems to work out ok that way at least but would be good to know if I should be approaching it in a different way.

 

Thanks again

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