Randomizer Node

I have a dream, but maybe I didn’t figured it out yet, but I’m thinking of a node, where I can put an arbitrary value in and say: you node, you have 20 outputs and each gets a different value based on the input.

example: vraycolor in - output 20 different gamma corrections in a range from 1.8 to 2.1. now I have to use 20 color correction nodes to do that.

and use this with eg VrayMultiSubTexture which could work on subobject level as well.

Not in connection with color or bitmaps only, but eg UV offset per object… or subobject. Subobject would be great. Soulburn scripts have some great randomizers, but those are more or less for transforms only.

I miss that feature from maya and those lovely calculation nodes.

Example: vraycolor in - output 20 different gamma corrections in a range from 1.8 to 2.1. now I have to use 20 color correction nodes to do that.

> you can use the multitexture map for that: MultiTexture - CG-Source

Not in connection with color or bitmaps only, but eg UV offset per object… or subobject. Subobject would be great. Soulburn scripts have some great randomizers, but those are more or less for transforms only.

> you can randomize uvw map gizmo position with transformrandomizer, AFTER you detached all. I’ve been wishing for a UV gizmo randomizer per subobject for a while now too.

Detach > apply UVW > uniquify UVW > randomize UVW transform > Re-attach I know the steps are sometimes tedious, but it might be more for Autodesk to fix this rather than Vray :slight_smile:

What I wish would be a sort a map that texturebombs image files, for instance fingerprints; scale, rotate, move,… on geometry procedurally.

Detach > apply UVW > uniquify UVW > randomize UVW transform > Re-attach I know the steps are sometimes tedious, but it might be more for Autodesk to fix this rather than Vray

try that with 500 roof tiles :smile:

@multitexture

Thx a lot. I knew there was something…

Depends on how you’ve created those tiles?

the randomization is set by the object ID. so each tile has to be a separate object. the random ID is than set by the SetID soulburn script.

But every tile has to be a separate object though. Thats the point. It can’t even be an instance.

why not just use this guys? :slight_smile:

i use it all the time.

or.. if you want randomisation per face.. one of my favourite and most used plugins, polygonmap

can apply a map per face of a fixed size, randomly offset and rotate, and also intelligently align mapping from face to face for really easy mapping of fairly complex objects. i use it almost every project. (example: model a wall made of tiles.. dont sweat the mapping. apply polygonmap with randomisation after.. done. )

http://www.vg2max.spb.ru/polygonmap.htm

if you need it.. somebody has a max plugin for it :wink:

Looks great should buy me even more time in the future. Thank you.

MCG has a random controller too - I think dave wortley did something like what you’re describing?

Hello

the Ky Color variator does all that.
- color/texture variations
- uvw variations

Kind regards
Alex

My greatest wish would be that Chaos helps the Author to make it RT/Standalone compatible, or that Chaos just buy the code and integrate that great randomizer to vray.

that does indeed look nice! i like the uv offset per element within a map.

Now you got it! Thats what I’m dreaming about. The chance of plugins is great, but makes the system really very fragmented and therefore expensive.

The first question is: will it work? yes. will it work on the whole system (master, slaves, particular max version etc. etc.)? more likely, but not 100% certain. Debugging is a very very expensive task. The shorter the chain, the less problems to come.

Texture bombing is something I miss for a long time now… :frowning:

Hello Vlado,
I would like to refresh my wish for a Vray’s own color and uvw randomiser, similar to ky color variator.

VRayTriplanarTex for uv randomising. works on cuda RT.
and quick color variations within vray textures - VRayComp map with fresh MultiSubTex - 20 variations in 5 seconds.