This page provides information on the UVW Randomizer Map.
Overview
Basic Parameters
Coordinates
Noise
Example
The Stochastic Tiling parameter can help you achieve a non-repeatable look by randomizing the texture mapping in each tile. In this example, we show how to render a brick wall with the help of Stochastic Tiling.
We use a Bricks Weathered material available in the Chaos Cosmos Browser. Instead of tiling uniformly its textures which would produce artificial appearance, we link the same VRayUVWRandomizer texture as Mapping Source to all of them. Its Tiling parameters in the Coordinates rollout determine the tiling for all VRayBitmap textures this way. We use a value of 3 for both U and V Tiling in this example.
Brick walls are usually built in horizontal rows so we remove the random rotation caused by the RayUVWRandomizer by setting its UV rotation interval from 0 to 0. We enable Stochastic Tiling in the VRayUVWRandomizer and set Tile Blend to 0.01. Default interval values of U and V offset from 0 to 1 mean a full tile size can be used as offset. The randomized look can be fine tuned with adjusting the step value for the randomization. Picking correct offset step will result in aligning the brick rolls in adjacent tiles. See the results with various steps in the rendered images below.