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This article explains the settings and values for the Corona UVW Randomizer shader in Cinema 4D.

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Overview

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Textured objects often show obvious repetitions, which instantly give away that the scene is computer-generated. You can use the Corona UVW Randomizer shader to quickly randomize textures on multiple objects or object parts, making the image appear more realistic.

The Corona UVW Randomizer shader allows you to apply random offset, rotation, and scaling to textures maps and shaders assigned to different objects, or even to a single object. The way it works is similar to the Corona Multi Shader. For example, you can randomize a wood texture applied to a set of planks so that each plank has a different look in the final render. You can also apply a blending effect to the randomized texture tiles, which makes them appear even more natural.

To enable the UVW randomization, plug any texture (be it a texture map or a shader) into the Corona UVW Randomizer shader input slot and then plug its output into any material property. You can then adjust the texture transformations and other options to the desired values. You can use the Corona UVW Randomizer shader with any material property, including the bump channel, RGB normal maps, and displacement.

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Randomize each tile – This parameter tiles the texture on each surface it is applied to, and is randomized using the offset, rotation, and scale values.

High quality blending – This option is enabled by default and results in a better quality of the random tile blending at some performance cost. The specific performance impact depends on the material's complexity. In case of visible rendering slowdown, it is advised to disable this option.

Number of tiles – This parameter sets the number of tiles to be randomized when the Randomize each tile checkbox is enabled.

Blending – This parameter controls how the individual tiles of the randomized texture are blended with each other. Higher blending further blends the tiles together and makes the texture appear slightly more blurry and uniform. Lower blending values reduces the areas where the tiles are blended together and makes the texture sharper.

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Example: Randomization Modes

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