You can create a random scalar attribute on an ice tree on each piece of geometry. Put all the textures into the material using a coler switch node and then call the attribute to switch tex per geometry. Also you could use the color lookup node but doesn't work in Redshift :). As for your method I'm not sure if there is a way to control the image clip per geo. On 16 Jan 2016 11:16 am, "Mirko Jankovic" <mirkoj.anima...@gmail.com> wrote:
> I was wondering if someone have idea how to accomplish this. > > There is pool of let's say 100 textures, sequentially named. > Now when they are applied to shader as texture they are changed frame by > frame for all objects with assigned shader. > > Goal is to assign one shader to ton of objects and then assign textures > from the pool randomly on those objects, without changing them during > timeline, just fixed assign. > > Makes sense? :) > Thanks! >