DIFFERENT TXT MAPPING FOR EACH UV IN THE SAME UDIM?

I hope this is what you are looking for:

my older post about mixing colors for instanced meshes, you can easily modify this to mixing textures. it can mix up to 10 colors. With textures you kind of need atlas that selects correct cell, or you flood gfx VRAM really bad.

You should use 4x4 atlases for al textures, then use FlipBook node (and then just give it random parameter*16 then truncated). Or there is that new thing “texture array” just research which one is faster.

ps. use functions and named reroutes.

pps. I think that you can use multiple materials like this one (improved for your needs) to be applied to separate material slots in meshes.

You may also find this function useful:

it creates random scalar from object world location, however for instanced meshes it is same location per cluster of meshes, and that is one of limitations for such meshes. Function uses some “standard” formula for calculating randoms. Numbers inside DO MATTER, use exact same numbers, or google for any of them you will get explanation for math.

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