Yeah like I said, put all 100 pics in a 10x10 picture array pic and use ICE
an manipulate those 0 to1 UVs to fit the 10x10 grid. Dunno if that 10x10
pic is doable for you.

Cheers

On Wed, Feb 24, 2016 at 4:24 PM, Olivier Jeannel <[email protected]>
wrote:

> Do you have a method to do this ?
> Right now I'm connecting my 100 textures in a Texture Array Switch. I feel
> like in 1984...
> I can't believe this was never addressed ...
>
> On Wed, Feb 24, 2016 at 5:04 PM, pedro santos <[email protected]> wrote:
>
>> I don't know what is the project you are working on, but if you are able
>> to compromise with just one huge texture, it's doable I think:
>> http://screencast.com/t/SDUHtvLdf4P9
>>
>> Cheers
>>
>> On Wed, Feb 24, 2016 at 3:33 PM, Olivier Jeannel <[email protected]>
>> wrote:
>>
>>> Concatenate strings maybe. But I'don't know how...
>>>
>>> On Wed, Feb 24, 2016 at 4:29 PM, Olivier Jeannel <[email protected]
>>> > wrote:
>>>
>>>> I'm around 100 pictures.
>>>>
>>>> On Wed, Feb 24, 2016 at 4:25 PM, Fabricio Chamon <[email protected]>
>>>> wrote:
>>>>
>>>>> yes, but then you are limited to a few images, and it does not scale
>>>>> procedurally to hundreds of images for example...but if just a few images
>>>>> already do the work, then you can use the multi-color switch I believe.
>>>>>
>>>>> 2016-02-24 12:22 GMT-03:00 Olivier Jeannel <[email protected]>:
>>>>>
>>>>>> Yes, that's what I'm thinking too.
>>>>>> Can't we build a "select case" thinguy within the render tree ?
>>>>>>
>>>>>> On Wed, Feb 24, 2016 at 4:18 PM, Fabricio Chamon <[email protected]>
>>>>>> wrote:
>>>>>>
>>>>>>> looks like the "Time Source" parameter on the image file nodes does
>>>>>>> not accept ice attributes on a mesh.
>>>>>>>
>>>>>>> 2016-02-24 12:14 GMT-03:00 Olivier Jeannel <[email protected]>:
>>>>>>>
>>>>>>>> I just solved the uv part, meaning each polygon is now  covering
>>>>>>>> the hole 0-1 UV Space.
>>>>>>>> But I'm not sure it helps, I've tried all sort of indices in the
>>>>>>>> render tree but it's not working.
>>>>>>>>
>>>>>>>>
>>>>>>>> On Wed, Feb 24, 2016 at 4:01 PM, pedro santos <[email protected]>
>>>>>>>> wrote:
>>>>>>>>
>>>>>>>>> What do you mean you solved the 1 picture per polygon bit?
>>>>>>>>>
>>>>>>>>> In my case you see it's a grid of the images I want. So, it's just
>>>>>>>>> one file I have to deal with. I don't know how you would do the 
>>>>>>>>> switch for
>>>>>>>>> 100 pics. For index though can't you just call an ICE Attribute in the
>>>>>>>>> Render Tree.
>>>>>>>>>
>>>>>>>>> Sorry not being much help. Didn't spent much time in the Render
>>>>>>>>> Tree.
>>>>>>>>>
>>>>>>>>> Cheers
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> On Wed, Feb 24, 2016 at 2:54 PM, Olivier Jeannel <
>>>>>>>>> [email protected]> wrote:
>>>>>>>>>
>>>>>>>>>> I solved the UV with a python script (attached) from  Piotrek
>>>>>>>>>> Marczak. Wish I could do it in ICE...
>>>>>>>>>> Now I'm fighting to have one picture per polygon index :/
>>>>>>>>>> If someone has something....
>>>>>>>>>>
>>>>>>>>>> On Wed, Feb 24, 2016 at 3:47 PM, pedro santos <[email protected]
>>>>>>>>>> > wrote:
>>>>>>>>>>
>>>>>>>>>>> https://app.box.com/s/ty7c6u0ykz06a2dozovvhsewotpufjkv
>>>>>>>>>>>
>>>>>>>>>>> On Wed, Feb 24, 2016 at 2:47 PM, pedro santos <
>>>>>>>>>>> [email protected]> wrote:
>>>>>>>>>>>
>>>>>>>>>>>> Hmmm I've done that the other day, but in LightWave... ahaha
>>>>>>>>>>>>
>>>>>>>>>>>> I basically transformed the UV coordinates per polygon based on
>>>>>>>>>>>> it's index to fit a grid of images. insteading of having separate 
>>>>>>>>>>>> image
>>>>>>>>>>>> files.. Can you do it in ICE... dunno, never tried it x)
>>>>>>>>>>>>
>>>>>>>>>>>> Good luck
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>> On Wed, Feb 24, 2016 at 12:04 PM, Olivier Jeannel <
>>>>>>>>>>>> [email protected]> wrote:
>>>>>>>>>>>>
>>>>>>>>>>>>> Hi there,
>>>>>>>>>>>>>
>>>>>>>>>>>>> Imagine I have a collection of 100 pictures, numbered from 0
>>>>>>>>>>>>> to 99.
>>>>>>>>>>>>> I'd like to have one picture applied per polygon of a
>>>>>>>>>>>>> polymesh. (picture0 goes to polygon0, picture1 goes to polygon1, 
>>>>>>>>>>>>> picture2
>>>>>>>>>>>>> goes to polygon2, )
>>>>>>>>>>>>> - How do I set the UVs ?
>>>>>>>>>>>>> - How do I tell the Shader to pick one image according to the
>>>>>>>>>>>>> Polygon ID ?
>>>>>>>>>>>>>
>>>>>>>>>>>>> I can do it with particles, but I would like to do it with
>>>>>>>>>>>>> polygons.
>>>>>>>>>>>>>
>>>>>>>>>>>>> I'm sure someone already did this ...
>>>>>>>>>>>>>
>>>>>>>>>>>>> Thank you !
>>>>>>>>>>>>>
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>>>>>>>>>>>>> the subject, and reply to confirm.
>>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>> --
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>> *------------------------------[image:
>>>>>>>>>>>> http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
>>>>>>>>>>>> Alpiarça dos Santos >>  http://probiner.xyz/ <http://probiner.xyz/>
>>>>>>>>>>>> <http://probiner.x10.mx/>*
>>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>> --
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>> *------------------------------[image:
>>>>>>>>>>> http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
>>>>>>>>>>> Alpiarça dos Santos >>  http://probiner.xyz/ <http://probiner.xyz/>
>>>>>>>>>>> <http://probiner.x10.mx/>*
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>>>>>>>>>
>>>>>>>>>
>>>>>>>>> --
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> *------------------------------[image:
>>>>>>>>> http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
>>>>>>>>> Alpiarça dos Santos >>  http://probiner.xyz/ <http://probiner.xyz/>
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>>
>>
>> *------------------------------[image:
>> http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
>> Alpiarça dos Santos >>  http://probiner.xyz/ <http://probiner.xyz/>
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