Texture – Specifies the texture to be randomized. Note that it works only with VRayBitmap and VRayTrilanar. Random by Polygon Selection – Considers the face IDs (from unique polygon selections) of the object when feeding the data (color or texture) to the material. Random by Object ID – Considers the Object IDs of the object when feeding the data (color or texture) to the material. Random by Mesh Element – Assigns random colors based on the object's element (e.g., teapot lid, etc.) IDs. Random by Instance – Assigns random colors based on the InstanceID (works for Alembic instances and VRayInstancer source objects). Random by Node Name – Considers the node name when feeding the data to the material. Stochastic Tiling – Changes the mapping based on the UV tile. Random by Scene Name – Assigns random color/texture based on each object's full scene path. A full scene path means that it can be used for multiple objects with the same name but located on different levels/branches in the hierarchy of the scene, e.g., instances in different groups. This option preserves the same random result per object, even if one or more objects are added or deleted from the group. Tile Blend – Edge blending between adjacent tiles when Stochastic Tiling is used. Seed – Changes the randomization pattern. |