Table of Contents

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 PathTexture 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 Instance – Assigns random colors based on 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.

Random by Render ID – Assigns random colors based on RenderIDs.

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 element (e.g. teapot lid, etc.) IDs of the object.

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/MaxThe 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/MaxThe 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. 

 

U Variance 0.5; V Variance 0

U Variance 0.5; V Variance 0.7

U Variance 0.9; V Variance 0.3

 

 

Rotation Variance


The rotation variance rotates the texture along the U or V axis.

 

Rotation Range Min/MaxThe 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. 

 

Rotation Step: 15 degrees

Rotation Step: 30 degrees

Rotation Step: 90 degrees

Rotation Step: 120 degrees

Rotation Step: 180 degrees

 

 

Scale Variance


This rollout controls the variance in the scale parameter.


U Scale Range Min/MaxThe 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/MaxThe 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 UnlockedWhen 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. 

 

Scale Step: 0

Scale Step: 15

Scale Step: 30

Scale Step: 60

Scale Step: 100

 

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

 

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