Textured objects often show obvious repetitions, which instantly give away that the scene is computer-generated. You can use the Corona Mapping Randomizer to quickly randomize textures on multiple objects or object parts, making the image appear more realistic.
The Corona Mapping Randomizer allows you to apply random offset, rotation, and scaling to textures and procedural maps assigned to different objects, or even to a single object. The way it works is similar to the Corona Multimap. For example, you can randomize a wood texture applied to a set of planks so that each plank has a different look in your final render. You can also apply a blending effect to the randomized texture tiles, which makes them appear even more natural.
To enable the mapping randomization, plug any texture (be it a bitmap or a procedural map) into the Corona Mapping Randomizer 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 Mapping Randomizer with any material property, including grayscale bump maps, RGB normal maps, and displacement.
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The effect of the Corona Mapping Randomizer is not visible in the viewport preview.
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In Corona 9 and older, this map is called Corona UVW Randomizer.
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Randomize by
Primitive – Randomizes by different primitives which are triangles, hair strands, particles, etc. Sub-primitive – Randomizes by different sub-primitives, which are displacement microtriangles or hair segments. Polygon – Randomizes by different polygons, which are groups of triangles (e.g. quads). Mesh Element – Randomizes by different connected mesh elements, which are groups of triangles connected by edges. Decal – Randomizes by different distinct decal objects. This randomizes only the decal layer, not the object it is projected onto. Note that this tracks decals by their names, so the result changes if a decal is renamed. Tile ID – Randomizes by different tiles if Corona Tile Mapis used. Instance – Randomizes by different scene objects (or instances in a scatter object). This tracks objects by their names, so the results change if an object is renamed. MaterialGBufferID– Selects map with index equal to the hit material G-Buffer ID. ObjectGBufferID– Selects map with index equal to the hit object G-Buffer ID. Materialname– Randomizes by different assigned materials.
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This tracks objects by their names, so the results change if an object is renamed.
Face Material ID – Selects map with index equal to the hit face material ID.
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You can select more than one randomization option. In such case, both are considered.