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V-Ray for Blender

MultiSubTex

This page provides information about the MultiSubTex texture utility node in V-Ray for Blender.

Last updated 15 April 2026

This page provides information about the MultiSubTex texture utility node in V-Ray for Blender.

Overview

The MultiSubTex utility texture distributes multiple textures to many objects via one single material based on specified IDs or random distribution.

UI Path: ||V-Ray Node Editor|| > Shader > Add > Texture Utilities > V-Ray MultiSubTex

VBLD_7.3CE_MultiSubTex_hero.jpg

Node Input Sockets

Default – Allows a node to be used as the Default color.

Texture 1/2/3... – Allows textures to be connected to the MultiSubTex node.

Use the + and - buttons to add or remove texture slots.

VBLD_7.3CE_MultiSubTex_Input.jpg

Properties

Default Color – Specifies a default color or texture for objects without Object IDs.

Textures

Add Texture – Adds a new sub-texture to the texture list.

Color – Specifies a color to be used when a texture node is not attached.

ID – For modes that use IDs, specifies the ID that corresponds to each texture.

Use – Enables the sub-texture for rendering.

Remove – Removes the last sub-texture from the list.

Options

Mode – Specifies where to get the IDs from:

Polygon Selection – The MultiSubTex node uses a polygon selection set information.
Object ID – The MultiSubTex node considers the Object IDs of the object when feeding the data (color or texture) to the material.
Random by Composite Seed – The MultiSubTex node randomizes based on the selected option below.
Texture Switch – VRayMultiSubTex randomizes textures that allow integer input.

Loop Through Textures – This option works in Object ID mode. When the faces or objects assigned with a MultiSubTex node are more than the sub-textures in the map, the Loop Through Textures option goes through all sub-textures and once they finish, reverts to the first sub-texture, continuing until all faces or objects get a sub-texture. In Object ID mode, all objects with assigned IDs different than 0 get a sub-texture. The ones with an object ID equal to 0 get the Default color.

Randomize By – Determines the factor for randomization.

Node Name – Generates a color index, based on the name of the node to which the texture is applied.
Instance ID – Assigns random colors based on InstanceID (works for Chaos Scatter).
Face Material ID – Assigns random colors based on the material IDs of the object's faces.
Object ID – Assigns random colors based on the object's ID.
Mesh Element – The MultiSubTex node assigns random colors based on the object's element (e.g. teapot lid, etc.) IDs.
Scene Name – The MultiSubTex node assigns random color/texture based on each object's full scene path. A full scene path means that it can be used for multiple objects with the same name but located on different levels/branches in the scene hierarchy, e.g. instances in different groups. This option preserves the same random result per object, even if one or more objects are added or deleted from the group.
User Attribute – Randomizes the textures based on a User Attribute assigned to the specific objects and set in the User Attribute Name field.

User Attribute Name – Determines the User Attribute to be used when Random by User Attribute is selected.

Randomization Options

Random Hue/Saturation/Gamma – These three parameters control post-process randomization of output color. The input value is percentage of the HSV/gamma range and specifies the maximum random deviation, where the gamma range is fixed to [1/10,10].

Seed – When the mode is set to Random by Node Name, this parameter allows the user to change the randomization pattern.

VBLD_7.2_MultiSubTex_properties.jpg