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.
Random by Scene Name – Assigns random color/texture based on each object's full scene path. A full scene path means that it can be used for multiple objects with the same name but located on different levels/branches in the hierarchy of the scene, e.g., instances in different groups. This option preserves the same random result per object, even if one or more objects are added or deleted from the group.
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.