Hierarchical Instanced Static Mesh different texture

Hello,

is there a way, to give every Hierarchical Instanced Static Mesh a different texture?
If not, what other possibilities do I have, to give the same mesh different textures?
My goal is, to keep the Draw calls as low as possible.

thx

Generally, you need a different instance reference mesh per texture.

Alternatively, you can make a material that has a large number of texture inputs and uses a material parameter collection to choose between them based on certain conditions, such as distance from the mesh to a specified point or whatever. So if the mesh is 10 feet from the player, it could be a picasso, and 20 feet away it could be a rembrandt.

Unfortunately you can’t use arrays inside the material, so you have to have an idea of how many different textures/colors/conditions that will exist, but it does give you flexibility to play around with condition based materials that will cause the instances to each react differently.

For instance, I use a material parameter collection to project my flat instanced meshes into a sphere based on their distance to a point that moves with the player camera.

I’ve tried to realize this, but it didn’t work for me.
e.g. a simple material:
Unbenannt.png

If I change camera position, all Hierarchical Instanced Static Meshes change their texture/colour synchronous (as seen in picture).
Unbenannt11.pngUnbenannt22.png

But I need every instance to have a different Colour/texture.
Am I doing something wrong?

You need to set a condition that uses one or the other color depending on your parameter. I can’t remember the name of the material node offhand, but something like switch, or choose, or whatever. For instance, if the value is X, do A, if Y do B.