Use the Triple Switch utility
 
 
 

For a description of the Triple Switch utility, see Triple Switch.

Lets you map different textures to several objects in a scene. You can switch any triple float attribute, such as RGB out colors.

In the following, a Rock texture is initially mapped to the objects (simple revolved surfaces that look like bowls) because a grainy texture is required. The other textures you map onto the selected objects retain this grainy texture while displaying their specific texture attributes.

To use the Triple Switch utility

  1. Create a material and assign it to all the objects in the scene.
  2. In the material’s Attribute Editor, map a texture to the Color attribute.

  3. In the texture’s Attribute Editor, place the cursor over one of the Color attributes then right-click Create New Texture from the pop-up menu.

  4. From the Create Render Node window, select Triple Switch from the Switch Utilities. Notice that the bowls lose their initial color. You can either map another texture to the objects or change the color using the Default attribute in the Switch Attributes Editor.

  5. Open the Outliner ( Window > Outliner), and middle-drag the objects for which you want to display another texture into the inShapecolumn.

    Only four of the bowls in the following are to be texture mapped. The top bowl retains the Default color setting.

  6. To map textures to the other objects, click to highlight the revolved surfaces in the inShape column then select the Map Item button.

  7. Select another texture for each object from the Textures tab in the Create Render Node window.

    The following shows the four bowls and the textures mapped to them in the Switch Attributes editor.

    Adjust the textures for each item if necessary. The following gives you a better idea of how the textures are mapped to the bowls and how the connections display in the Hypershade.