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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Randomized by = Objects
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Randomized by = Mesh elements
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Randomized by = Polygons
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Corona Multi Shader: Mix amount
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Mix amount = 0%
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Mix amount = 50%
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Mix amount = 100%
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Corona Multi Shader: Hue random
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Hue random = 0%
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Hue random = 50%
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Hue random = 100%
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Corona Multi Shader: Saturation random
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Saturation random = 0%
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Saturation random = 50%
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Saturation random = 100%
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Corona Multi Shader: Gamma random
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Gamma random = 0%
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Gamma random = 15%
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Gamma 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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Color = Default color scheme
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Click here to see the shader setup.
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Color = Complementary colors
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Click here to see the shader setup.
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Color = 1 color + Hue, Sat, and Gamma randomization
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Click here to see the shader setup.
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Corona Multi Shader: Frequency
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Frequency = All set to 1
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Click here to see the shader setup.
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Frequency = 0.25 increments
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Click here to see the shader setup.
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Frequency = Random values
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Click here to see the shader setup.
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Corona Multi Shader: Texture
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Texture = 1 Color + 2 Textures
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Click here to see the shader setup.
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Texture = 4 Wood textures
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Click here to see the shader setup.
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Texture = 1 texture + Hue, Saturation, and Gamma randomization