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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 MappingRandomizer to quickly randomize textures on multiple objects or object parts, making the image appear more realistic.

The Corona MappingRandomizer 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 UVW randomization, plug any texture (be it a bitmap or a procedural map) into the Corona MappingRandomizer 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 MappingRandomizer with any material property, including grayscale bump maps, RGB normal maps, and displacement.

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The effect of the Corona MappingRandomizer 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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Properties

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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.
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.
Material GBuffer ID – Selects map with index equal to the hit material G-Buffer ID.
Object GBuffer ID – Selects map with index equal to the hit object G-Buffer ID.
Material name – 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.

Input – The input map to perform the UVW randomization on.

Seed – The value that makes random permutations of the UVW randomization results.

U offset – Specifies the minimum (From) and maximum (To) allowed texture offset in the U coordinate with a custom increment (Step).

V offsetSpecifies the minimum (From) and maximum (To) allowed texture offset in the V coordinate with a custom increment (Step).

W rotationSpecifies the minimum (From) and maximum (To) allowed texture rotation with a custom increment in degrees (Step).

 

U scaleSpecifies the minimum (From) and maximum (To) allowed texture scale in the U coordinate with a custom increment (Step).

V scaleSpecifies the minimum (From) and maximum (To) allowed texture scale in the V coordinate with a custom increment (Step).

Same as U – When enabled, uses the values specified under "U scale" for both the U and V scaling.

 

Tiling

Randomize each tile – When enabled, each tile has a different transformation based on the offset, rotation, and scaling settings.

High quality blending – Enables high quality blending, which is much better at removing visible seams between the tiles, however it is computationally more expensive (the rendering time can be doubled in the worst case).

Number of tiles – Determines the number of tiles along the U and V texture coordinates. Note that the number of tiles is also influenced by the UV scaling set in the input map (e.g. if the input map is a Corona Bitmap and UV scale is set to 2, there are 2 times more tiles along each dimension).

Blending – Determines the strength of the blending between two neighboring tiles. The value of 0 results in no blending and in possible discontinuities among neighboring tiles. The value of 1 results in maximum blending and possibly leads to excessive blurring of the tiles.

 

Additional Outputs – If set to higher value than 0, the texture will have this many additional inputs and outputs. The inputs marked with mnumber number 'X' will be used for 'Additional Output X'.

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To learn more about using the Additional Outputs, please check Multiple Output Maps at the Chaos Help Centre. 

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