Randomize by – Selects between different randomization modes. Primitives – Randomizes the texture map or shader by different primitives which are triangles, hair strands, etc. Sub-primitive – Randomizes by different sub-primitives, which are displacement micro triangles or hair segments. Material name – Randomizes the texture map or shader by different assigned materials. The materials must have different names. Objects – Randomizes the texture map or shader per each object. You can even use this mode with Cloner objects. Material tag index – Randomizes the texture map or shader based on the object's material tag position. Polygon selection tags can be used in combination with this mode for each material tag assigned. Material ID – Randomizes the texture map or shader based on the Material's ID. The Material ID can be located and set in the Advanced properties for each material. Object buffer ID – Randomizes the texture map or shader based on the object's buffer ID. The buffer ID can be located and set in the Corona Compositing tag of each object. Mesh Element – This mode randomizes the texture map or shader by different connected mesh elements, which are groups of polygons connected by edges. Polygon – Randomizes the texture map or shader by different polygons, which are groups of triangles (e.g. quads). Decal – Randomizes the texture map or shader 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 – Randomized by different tiles if Corona Tile Map is used. Multiple properties – Allows using different randomization modes at the same time. The Sub-primitive, Polygon, and Multiple properties randomization modes are available starting with Chaos Corona 8. The Decal randomization mode is available starting with Chaos Corona 9. |
Seed – This value makes random permutations of the UVW randomization results.
OffsetU From – Sets the initial position of the shader texture in the U coordinate. U To – Sets the end position of the shader texture in the U coordinate. The shader can randomly use any value between the U From and U To parameters. U Step – Determines the offset increment for each texture variation in the U coordinate. It works like the Quantize Move Step tool in Cinema 4D. V From – Sets the initial position of the shader texture in the V coordinate. V To – Sets the end position of the shader texture in the V coordinate. The shader can randomly use any value between the V From and V To parameters. V Step – Determines the offset increment for each texture variation in the V coordinate. It works like the Quantize Move Step tool in Cinema 4D.
RotationW From – Sets the initial rotation of the shader texture in the W coordinate. W To – Sets the end rotation of the shader texture in the W coordinate. The shader can randomly use any value between the W From and W To parameters. W Step – Determines the offset increment for each texture variation in the W coordinate. It works like the Quantize Rotate Step tool in Cinema 4D.
ScaleU From – Sets the initial scale of the shader texture in the U coordinate. U To – Sets the end scale of the shader texture in the U coordinate. The shader can randomly use any value between the U From and U To parameters. U Step –Determines the offset increment for each texture variation in the U coordinate. It works like the Quantize Scale Step tool in Cinema 4D. V From – Sets the initial scale of the shader texture in the U coordinate. V To – Sets the end scale of the shader texture in the V coordinate. The shader can randomly use any value between the V From and V To parameters. V Step – Determines the offset increment for each texture variation in the V coordinate. It works like the Quantize Scale Step tool in Cinema 4D. V scale same as U – When enabled, the V and U axis use the same values for scale, rotation and offset. If this checkbox is not active, it allows you to set different scale values for each axes. |