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Table of Contents

This page provides information on the UVW Randomizer Map.

 

Overview


The VRayUVWRandomizer map allows applying random offset, rotation and scale to textures, assigned to single object with different FaceIDs or different objects. It can be used as a mapping source for VRayBitmap and VRayTriplanarTex texture nodes only.

In the image shown here Randomize had its type set to By object ID.

 

 

 

In this example, the Randomize mode is set to By object ID, which means that the Object ID is taken into consideration when scaling the texture. The texture is scaled by the U scale, whose variance ranges from 20% to 100%.

 

 

UI Path: ||Material Editor window|| > Material/Map Browser > Maps...

||Material Editor window|| > Material/Map Browser > Maps > V-Ray > VRayUVWRandomizer


 

 

Basic Parameters


Seed – Allows the user to change the randomization pattern.

Randomize – Specifies the meaning of the ID parameters.

By 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 scene, or X-Ref'd etc;
By element 
– Assigns random colors based on element (e.g. teapot lid, etc.) IDs of the object;
By face ID
 – Consider the face IDs of the object when feeding the data (color or texture) to the material;
By instance ID – Assign random colors based on InstanceID (works for Alembic instances and VRayInstancer source objects );
By particle ID – Assign random colors based on ParticleID (works for VRayInstancer source objects and Thinking Particles);
By render ID –  Assign random colors based on RenderIDs;
By object ID – Consider the Object IDs of the object when feeding the data (color or texture) to the material;
By node handle – Each node in 3ds Max 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 scene editing - f.e. if you add/remove other objects, or rename them, you will still get the same colors.
Stochastic tiling – Changes the mapping based on the UV tile.

Tile blend – Edge blending between adjacent tiles when Stochastic tiling mode is used. See the example below.

Variance – The min and max range in which the scale, offset and rotation parameters are applied.

Step – Specifies the number of steps in which the variance interval will be achieved. For example, if UV rotation is set from 0 to 360 with a Step of 5, the texture will be rotated in an angle that is a multiple of 72 degrees (f.e. 72, 144, 216..).

U/V offset – Controls the position of the texture along the U or V axis.

UV rotation – Rotates the texture along the U or V axis.

U/V scale – Scales the texture along the U or V axis.

 

 

Coordinates


These parameters are the regular 3ds Max coordinates parameters as found in the general 3ds Max textures.

 

 

Noise


These parameters are the regular 3ds Max noise parameters as found in the general 3ds Max textures

 

 


Example

 

The Stochastic Tiling parameter can help you achieve a non-repeatable look by modifying the texture placement. By tweaking the step parameter you can randomize the texture placement in UV space. In this example, we show how to render a brick wall with the help of Stochastic Tiling.

A VRayUVWRandomizer texture is linked to a VRayBitmap for control of the random texture placement. The Stochastic Tiling is enabled in the VRayUVWRandomizer texture and the Tile Blend is set to 0.01. The U/V offsets Steps are set to 5. We've experimented with different values of Tile Blend

 

 

 

 

Step = 0

Step = 3

Step = 5