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Randomize by – Using this option, the occlusion can be controlled by a texture map or shader.

Primitives – When this mode is used, each of the items (color or textures) are randomly distributed on each mesh primitive (triangle).
Material name – When this mode is used, the items (color or textures) are randomly applied to the different materials the Multi shader is assigned to.
Objects – When this mode is used, each of the items (color or textures) are randomly distributed on each of the instances (objects).
Material tag index – When this mode is used, each of the items (color or textures)  are are randomly distributed based on the object’s material ID. 
Material ID – When this mode is used, each of the items (color or textures) are randomly distributed based on the material’s Buffer ID.

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Material IDs can be set via the advanced tab in each material.

Object buffer ID – When this mode is used, each of the items (color or textures) are distributed based on the object’s Buffer ID.

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Object Buffer's IDs can be set using the Corona Compositing tag for each object.

Mesh Element – When this mode is used, items (color or textures) are randomly distributed on all mesh elements (in case the mesh consists of multiple elements). 
Polygon – When this mode is used, items (color or textures) are randomly distributed on all mesh faces. (only available in Corona 8 and newer)
Decal – When this mode is used, items (color or textures) are randomly distributed per decal object. (only available in Corona 8 and newer)
Tile ID– When this mode is used, items (color or textures) are randomly distributed on object.
Multiple properties – This option allows you to randomize the result by combining different modes.

Batch load textures – This option allows you to load multiple texture maps at the same time.

Layer count – This value defines the number of elements (layers) that are randomized.

Mix amount – This value controls the blending of all elements (layers). A value of 100% completely blends all element's colors or textures.

Seed – This value creates different randomizations.

Hue random – This value randomizes the Hue for each element (layer).

Saturation random – This value randomizes the Saturation for each element (layer).

Gamma random – This value randomizes the Gamma for each element (layer).

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Corona Multi Shader: Randomize by

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titleRandomized by = Objects

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titleRandomized by = Mesh elements

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titleRandomized by = Polygons

 
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Corona Multi Shader: Mix amount

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titleMix amount = 0%

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titleMix amount = 50%

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titleMix amount = 100%

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Corona Multi Shader: Hue random

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titleHue random = 0%

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titleHue random = 50%

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titleHue random = 100%

 
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Corona Multi Shader: Saturation random

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titleSaturation random = 0%

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titleSaturation random = 50%

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titleSaturation random = 100%

 
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Corona Multi Shader: Gamma random

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titleGamma random = 0%

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titleGamma random = 15%

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titleGamma random = 30%

 

 


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Color – This is the color for each element (layer).

Frequency – This value controls the probability (frequency) of appearance for each element (layer).

Texture – This slot allows you to use a texture map or shader for each element (layer). If a texture map or shader is loaded, it overrides the element's color.

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It's possible to capture any specific color even from an open image file by using the eye dropper tool that is right next to the color slot.

 
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Corona Multi Shader: Color

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titleColor = Default color scheme

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titleClick here to see the shader setup.

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titleColor = Complementary colors

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titleClick here to see the shader setup.

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titleColor = 1 color + Hue, Sat, and Gamma randomization

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titleClick here to see the shader setup.

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Corona Multi Shader: Frequency

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titleFrequency = All set to 1

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titleClick here to see the shader setup.

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titleFrequency = 0.25 increments

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titleClick here to see the shader setup.

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titleFrequency = Random values

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titleClick here to see the shader setup.

 
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Corona Multi Shader: Texture

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titleTexture = 1 Color + 2 Textures

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titleClick here to see the shader setup.

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titleTexture = 4 Wood textures

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titleClick here to see the shader setup.

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titleTexture = 1 texture + Hue, Saturation, and Gamma randomization

UI Expand
titleClick here to see the shader setup.