I’m trying to apply random images as textures on a per particle basis to my mesher using multi/sub-object materials. For some reason, The materials seem to be blending into each other as opposed to assigning a random id to each particle. I’m also getting some weird artifacting in my renders as well.
I’m assuming I have something setup wrong in my render settings or pflow setup.
As you can see, there’s also some strange artifacting that’s causing it to blend strangely. I took my samples all the way down, but there’s something else wrong.
Does anyone have any ideas?
Thanks in advance.