Nah, i don’t care where it happens. I just want it to be faster and easier to setup and using Geometry Nodes looks like a much easier and faster solution. Thanks.
Following that discussion we had on the other thread, I created this node group that allows you to mix 10 different textures for a single material using the object info “random” output as source for the mix.
You just need to remember to connect the textures and tell the node group how many textures you are mixing. The node group is in the material applied to the Suzanne head.
I hope you find it useful somehow. @piranha4D, I invite you to see if the solution is elegant enough.
I want to pile up some leaf debris in the corners. I downloaded some autumn leaves from 3dsky but once again I need a way to randomize which image texture gets used on each leaf.
Just a stupid question, Why can’t you use the random factor in the shader editor just to randomize the textures? Is it necessary to create different materials?
For a Shader, a pixel is the most primitive element, for Geometry, a vertex is. So, for a Shader, per-pixel, you can infer a coordinate-value on the 4-vertex plane through interpolation (sample per-pixel)… In GN, when distributing points on a 4-vertex plane, you just have the one face (sample per-face).
So, in GN, to increase your sampling space, you either need to fist distribute points, then delete (since each new point is now its own sample), or alternatively subdivide the face (to make more faces to sample).
Yes, other programs have this issue of “sampling context” also. A new Sample UV Surface node has been introduced in 3.4 Alpha, but even that will require a points distribution method other than “Distribute Points on Face”.
Basically making a sequence of mix nodes and using ramps or math nodes to create a sequence of boolean values to control the mixes.
I don’t know how to explain better. Maybe this image could help. Here I have just 3 different textures, but that could be much more. A math node with greater than or less then could perfectly do the job, I think. I never tried.