: Version 2.04 is compatible with 3ds Max releases from 2012 to 2027 .
NVIDIA GTX 1660, 1080p, Vulkan. 12 test scenes, 10k frames each. multitexture 2.04
In the modern world, you'd write a fragment shader with six sample() calls. Done. : Version 2
Use the "Randomize" settings. A tiny bit goes a long way—try a Hue random value of 2.0 and a Gamma random value of 0.05 for a natural look. In the modern world, you'd write a fragment
: Instead of manual tiling, it loads a folder of individual textures and assigns them randomly.
Multitexturing—combining two or more textures per fragment—remains fundamental to material detail in real-time graphics. However, most existing implementations (OpenGL fixed-function, basic Unity/Unreal material stacks) suffer from static layering: once the shader is compiled, the number of textures, blend modes, and mask channels are fixed.
If you're having trouble with a specific renderer or setting, I can help you troubleshoot the settings or Material ID distribution!