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By Face ID – Consider the face IDs of the object when feeding the data (color or texture) to the material;

By Render ID – Assign random colors based on RenderIDs;

By Node Handle – Each node is assigned a unique number (a handle) when it is created. This option generates the color index based on that node ID. It is useful because the node handle survives through project editing - e.g. if you add/remove other objects, or rename them, you will still get the same colors.

By Mesh Element – Assigns random colors based on element IDs of the object;

By Instance – Assign random colors based on InstanceID (works for Alembic instances and VRayInstancer source objects );

By Object ID – Consider the Object IDs of the object when feeding the data (color or texture) to the material;

By Node Name – Generates a color index based on the name of the node that the texture is applied to. This allows the color to remain consistent if the object is merged into another project, or X-Ref'd etc;

Stochastic tiling – Changes the mapping based on the UV tile.

Tile Blend – Edge blending between adjacent tiles when Stochastic tiling mode is used.

Seed – When one or more of the randomization modes are used, this parameter changes the randomization pattern.

U Offset – Controls the U offset variance range.

V Offset – Controls the V offset variance range.

UV Rotation – Controls the UV rotation variance range in degrees.

U Scale – Controls the U scale variance range in percentage.

V Scale – Controls the V scale variance range in percentage.

Step – 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..).

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