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 Instance – Assigns random colors based on 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 Render ID – Assigns random colors based on RenderIDs. 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 element (e.g. teapot lid, etc.) IDs of the object. Tile Blend – Edge blending between adjacent tiles when Stochastic Tiling is used. Seed – Changes the randomization pattern. |