This page provides information about the UVWRandomizer texture in V-Ray for Cinema 4D.
Overview
The VRayUVWRandomizer map allows applying random offset, rotation and scale to textures, assigned to a single object with different Face IDs or different objects. It can be used as a mapping source for VRayBitmap and VRayTriplanar textures only.
UI Path: Texture > V-Ray > VRayUVWRandomizer
Properties
Texture – Specifies the texture to be randomized. Note that it works only with VRayBitmap and VRayTrilanar.
Random by Polygon Selection – Considers the face IDs (from unique polygon selections) of the object when feeding the data (color or texture) to the material.
Random by Object ID – Considers the Object IDs of the object when feeding the data (color or texture) to the material.
Random by Mesh Element – Assigns random colors based on the object's element (e.g., teapot lid, etc.) IDs.
Random by Instance – Assigns random colors based on the InstanceID (works for Alembic instances and VRayInstancer source objects).
Random by Node Name – Considers the node name when feeding the data to the material.
Stochastic Tiling – Changes the mapping based on the UV tile.
Tile Blend – Edge blending between adjacent tiles when Stochastic Tiling is used.
Seed – Changes the randomization pattern.
Offset Variance
The offset variance controls the position of the texture along the U or V axis.
U Range Min/Max – The min and max range, in which the offset of the U axis is applied.
U Steps – Specifies the number of steps, in which the variance interval is achieved.
V Range Min/Max – The min and max range, in which the offset of the V axis is applied.
V Steps – Specifies the number of steps, in which the variance interval is achieved.
Example: Offset Variance
In this example the U and V Min and Max Range is set to 0-1 - the default values. Stochastic Tiling mode is used.
Rotation Variance
The rotation variance rotates the texture along the U or V axis.
Rotation Range Min/Max – The min and max range, in which the rotation parameters are applied.
Rotation Steps – Specifies the number of steps, in which the variance interval is achieved. For example, if UV rotation is set from 0 to 360 with a Step of 5, the texture is rotated at an angle that is a multiple of 72 degrees (e.g. 72, 144, 216..)
Example: Rotation Variance
The Rotation Min and Max values are kept at their default: 0-360 degrees. Stochastic Tiling mode is used.
Scale Variance
This rollout controls the variance in the scale parameter.
U Scale Range Min/Max – The min and max range, in which the scale parameters are applied to the U axis.
U Scale Steps – Specifies the number of steps in which the variance interval is achieved on the U axis.
V Scale Range Min/Max – The min and max range in which the scale parameters are applied to the V axis.
V Scale Steps – Specifies the number of steps in which the variance interval is achieved on the U axis.
V Scale Unlocked – When enabled, the U and V axes can be scaled separately.
Example: Scale Variance
This example shows how the scale steps affect the variance in the pattern of the texture. U/V Scale Range Min and Max are set to 0-100. Stochastic Tiling mode is used.
Mapping
Wrap U/V – Controls how the map is wrapped.
None – It is rendered as is.
Tile – Tiles the bitmap.
Mirror Tile – Tiles the bitmap in a mirror pattern.
Crop U/V – When enabled, crops the map on respective axis.
Wrap Mode – Specifies how to wrap the map:
On 0.5 Boundary
On Integer Boundary
User Workflow: How to Randomize Textures
See the workflow example in the video on how to randomize textures with UVWRandomizer and the Multi Sub texture.