Hi all,
Is there any way to keep the C multi shader from changing it’s random distribution when the hierarchy in the object manager changes? Every time you add an object on top in the object manager the multi shader changes.
While that doesn’t matter on tree leaves etc, I use the C multi shader a lot for floors and tiles and in these cases the changing pattern is a real problem.
Is this behavior a feature or a bug?
So far the only thing I could figure out is to move all objects below the objects with multi shader materials, but in large scenes with many multi shaders that quickly becomes a scene organizing nightmare.
I made a small test scene (attached) to check if v7 fixed this. Nope.
If someone wants to try, just drop in cubes to see what happens.
Any ideas how to “bake” the distribution pattern?