thinkingParticles offers many tools to help you in setting up crowd
or massive object scenes in 3ds Max. Besides the TP
Multi/Sub-Object material that allows you to specifically define a
set of materials, which will be used on instanced characters or objects,
the TP Variation Texmap will allow you to add even more variation to the
textures and colors in a scene.

With TP Variation Textmap every single object in the scene will show a
different color in the rendering! Keep in mind that this texture map effect
can only be seen at render time and not in the viewport.
The texture map can be selected and assigned like any other standard 3ds
Max texture map. From the Material/Map Browser, choose TP Variation Texmap
to add it to any existing material slot.
The controls of the map are easy to understand, and in combination with
a texture map, many interesting effects can be achieved in no time at
all.

To make the TP Variation Texmap work as described, thinkingParticles needs to supply the particle ID to the texture map. This is done through the vertex color channel. Use the IDS-Vertex Color input of the Geometry Instancer to supply the Particle ID for the TP Variation Texmap. Without this information in the color channel, the TP Variation Texmap will not work as described!

Color - sets the color that
will be used when there is no texture map available.
Map Slot - used to apply any available texture map form 3ds Max.
The texture map will be taken, and based on the various settings; it will
be automatically modified at render time for each single object.
Hue Variation % - sets the amount of variation of the Hue value.
Higher values will create a more random color variation.
Saturation Variation % -
defines the amount of random variation for the Saturation value of the
color or texture map.
Value Variation % - sets
the amount of random variation for the Value parameter of the color, or
texture map.
Alpha Variation % - defines
the amount of random variation for the Alpha Channel value of the color
or texture map.
Random Seed - lets you set an individual Random Seed
number, to make sure, that no other TP Variation Texmap in the scene behaves
in the exactly same "random" way!
Color Gradient - when set to RGB mapping, this gradient works
as an added color filter at the very end, if all of the above color processing
has been performed. The resulting color is multiplied (RGB wise) by this
color value.
When HUE Spectrum is selected, the actual color is exchanged for the color
set forth in this gradient.