one mat multiple image textrue
In game engines, such as unity, a group of shader nodes can use different textures for different objects.
If you are in blender, you need to use some special methods, such as using the same node group for different materials, or UDMI, or image sequences.
If the target object is terrain, naturally a shader node group that supports multiple PBR maps is best used, but I have a lot of plots and maps, and there are thousands of objects in a scene.
So, should we study a method to determine what image to use for the material based on the object ID?
1 Comment
Are you proposing that Blender implements Material IDs? This sounds useful but I'm not exactly sure how it would work and am not savvy with how it works in other software. I fear many Blender users may be in the same boat. Could you provide an example of this functionality in other software such as Unity? Providing a link to documentation or a video would be very helpful. An image example might help this proposal gain more traction as well.