Could you not just apply the texture through the property>texture map>texture map on a per object basis. Assign one shader too all the objects and use a texture map lookup node, and use it to regulate the texture used in your shader on a per object basis.
Ogi. On Tue, Sep 10, 2013 at 11:57 AM, pingo van der brinkloev < [email protected]> wrote: > And now it works. Really well! > > Carry on! > > On 10/09/2013, at 11.36, pingo van der brinkloev wrote: > > > Hey, thanks, but it doesn't matter what I call it. Still wont work. > > > > I really did read the docs.. Looks so easy. > > > > ... > > > > On 10/09/2013, at 11.19, Sandy Sutherland wrote: > > > >> I should think the Texture in Self.Texture is a reserved name - so you > should use something else - Self.SS_texture - and use that in the render > tree. > >> > >> S. > >> > >> On 2013/09/10 11:17 AM, pingo van der brinkloev wrote: > >>> This should be so simple. > >>> > >>> I need to create several packshots with only Material, but different > textures - so I only have to make corrections one place - Clients, pffh. > Anyway > >>> > >>> I create a custom attribute on my object by making an ICE Tree (under > modeling) with a Set Data node(Self.Texture) > >>> > >>> I connect an Integer to the Value 1 (and already here it fails) > >>> > >>> In my material I have a Color Multi Switch with all my textures > controlled by an Integer_Attribute, where I can select mu Texture attribute. > >>> > >>> Why wont this work? > >>> > >>> My problem is somehow setting the data. The Set Data node stays red no > matter what I do. > >>> > >>> What's the trick? > >>> > >>> Cheers! > >> > > > > > > >

