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The Random UVs procedural texture lets you have random rotation or translation of the textures on each object.

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This procedural can be loaded into any of the material parameters that accept a texture. Then you will be able to load the final texture into it so, it gets in between a material parameter and a texture.

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You’ll have to create a new Random UVs procedural in the procedurals section in the Texture Picker window. A new window will come up with the following fields:

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Parameters

Function

Blending factor

This is the weight of the Random Color in the procedurals stack. A value of 0 means opaque (the texture loaded in the Texture Picker won’t be seen), a value of 100 means transparent (the Random UV texture won’t be seen)

Seed

This modifies the random UV values which are assigned to the texture. The same seed will always give the same values.

Texture map

It opens another Texture Picker to select the texture we want to be affected by the randomization.

Max U Offset

Maximum horizontal translation. It ranges from 0 to 1.

Max V Offset

Maximum vertical translation. It ranges from 0 to 1.

Max Angle

Maximum rotation. The values will be randomized from 0 to this value. Its maximum value is 360.

Randomize tiles

This activates or deactivates the randomization in the tiling of the texture within the same object.

In this case, we have a small but seamless marble texture used in a material with a white divider over the edge of the tiles (applied as an extra layer on top). The plane is mapped to repeat 8 times horizontally and 4 times vertically. As can be seen in the image, the repetition pattern is very noticeable.

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