This page provides information on the Corona Mapping Randomizer Map.
Overview
Properties
Example: Randomization Modes
Primitive
The Mapping Randomizer is randomized per each mesh primitive (triangle)
Material
Different mapping randomization is applied to different materials where the Corona Mapping Randomizer is assigned. In this example, different materials are applied to different cube objects.
Instance
Mapping Randomizer is randomized per each instance (object).
Material ID
Mapping Randomizer is randomized based on the object's material ID. In this example, every floorboard has a different, randomly assigned material ID.
Material GBuffer ID
Mapping Randomizer is randomized based on the material's GBuffer ID. In this example, each cube has a different material assigned, and each of those materials has a different Material GBuffer ID assigned.
Object GBuffer ID
Mapping Randomizer is randomized based on the object's GBuffer ID. In this example, each cube object has a different GBuffer ID assigned (select object > right-click > object properties > GBuffer ID).
Mesh Element
Mapping Randomizer is randomized per each mesh element. In this example, each floorboard is a separate mesh element.
Polygon
Mapping Randomizer is randomized per mesh face. In this example, each floorboard is a single mesh element.
Example: Texturing a Simple Stairs Object
Without the Corona Mapping Randomizer, the textures are repeated on each of the steps in a very obvious way.
We can easily fix that: the first step is plugging the diffuse texture into the Corona Mapping Randomizer map and setting its U and V offset values to 0 - 1. This enables the randomization of the texture's maximum offset in both axes by its full width and height.
Example: Randomizing a Brick Wall
We can start with a few objects using a brick wall texture with no randomization whatsoever.
In this case, we want to randomize the U and V positions per object, but we also want to have them tiled on every single object in a random way. This can be easily done with the Corona Mapping Randomizer.
Example: Using the Corona Mapping Randomizer with the Multimap
Example: Using the Corona Mapping Randomizer with Triplanar Mapping
In the previous examples, we always used the Corona Mapping Randomizer with some sort of defined UVW mapping (e.g. the object was created with its own mapping, or we used the UVW Map modifier). In case of objects with no UVW mapping, or ones which are hard to properly unwrap (such as complex organic forms), an ideal solution is to combine the Mapping Randomizer with the Corona Triplanar Map.
Here we can see a sculpture painted with a checker patterned bitmap using Corona Mapping Randomizer. Since the Mapping Randomizer relies on UVW mapping, in case of incorrect UVW mapping (like in this case), we can see artifacts such as texture stretching and seams.
To fix that, we can connect the Corona Mapping Randomizer map to a Corona Triplanar map (not the other way around, as Triplanar map overrides all mapping data coming after it!) and connect the result to the desired slot (in this case diffuse color). This lets us take advantage of the superpowers of both the Mapping Randomizer and the Triplanar map. Thanks to the Mapping Randomizer, the texture is randomized in terms of offset, scaling, and rotation, and it is using random tiling. Thanks to the Corona Triplanar map, there is no stretching or seams, and the texture is uniformly distributed over the object's surface.
Example: Randomizing Procedural Textures
Example: Working with Real-World Scale
The Mapping Randomizer can be used with the Real-World Scale option without any problems. Plug a texture using the Real-World Scale option into it, and also make sure that the object has the Real-World Scale checkbox enabled in its settings or in the UVW mapping modifier applied to it, just as you would normally do without the mapping randomization.
Randomized texture, Real-World Scale set to 1 cm.
Randomized texture, Real-World Scale set to 5 cm.
Example: Blending
The Blending parameter found in the Corona Mapping Randomizer controls how the individual tiles of the randomized texture are blended with each other. Higher blending further blends the tiles together and makes the texture appear slightly more blurry and uniform. Lower blending reduces the areas where the tiles are blended together and makes the texture sharper. Usually, the best value has to be determined by trial and error.
Example: High Quality Blending
High quality blending - this option is enabled by default and results in a better quality of the random tile blending at some performance cost. The specific performance impact depends on the material's complexity. In case of visible rendering slowdown, it is advised to disable this option.
Example: W Rotation and Step
The Step value can be used to decide about the allowed interval for the random texture offset. The same can be done with rotation and scaling. This example visualizes how the W Rotation Step affects texture randomization.