What is the above actually doing? I thought it just shifted the UV coordinates of each ‘item’ or whatever you choose in the drop down.
Anyway see attached. On the left, just the bitmap, on the right, same bitmap inside a UVW randomizer with the settings as shown. The ‘weird’ effect is different depending on whether you choose ‘Primitive’, ‘Mat ID’, ‘Instance’, ‘Mesh Element’ etc etc
On the geometry I have a UVW Map set to Box with ‘Real World Scale’ turned on.
What exactly are you trying to do here? It looks like you do not have any kind of tiling in your texture. The real world scale is set to a high value (as if the texture was stretched across the whole object), and your number of tiles in the UvwRandomizer is set to 1.
Update: can you also try changing U and V offset to 1, instead of such a high number?
I have about 30 of these all using the same material and they make up some tiles surrounding a pool. The real world scale is set to the real world scale of the texture (see attached).
So the idea behind shifting the uvw of each piece of geometry is so that the texture doesn’t ‘flow’ perfectly between each piece.
The high value (10000) was to make sure the texture shifts significantly between each bit of geometry. As rws of the texture is over 4m wide, I thought using a higher value would cover a shift of the full texture. I don’t really understand what the U/V Offset values correspond too
Ok so just setting U and V offsets to 1 fixes it - my bad. For some reason I thought it directly correlated to the ‘size’ and because I’m using RWS I set it high
How come you’ve flagged this George? Is that behaviour odd? It does progressively get worse the higher the U/V offset numbers - as if it’s stretching individual pixels - at 1 it’s fine, as intended
As far as I was aware (and I could be completely wrong) - the previous behaviour of the UVW Randomiser offsets was linked to how the input map is setup (e.g. as per your original setup, if using Real-World Scale then the offset should be in RWS too?).
I’m working on simple scene and I experienced much longer render times than expected. After few hours of testing I discovered the problem. And problem is UVW randomizer map.
I’ve made wall material with 3 mix maps, basically I’m mixing 4 different textures to get some old looking wall. So with finished material to render 10 passes in 1500x1250px I need 15mins with UVW randomizer map and just 4:30mins without UVW randomizer map. That’s a huge difference.
Is that normal or I’m doing something wrong with UVW randomizer map?
Are you using the “high quality blending” option in the UVW Randomizer? If yes, please try disabling it (for all UVW Randomizers involved!) and see if it helps. The HQ blending is known to influence render times a lot in some cases.
With high quality blending ON to render initial pass it took 1min 5secs
With high quality blending OFF to render initial pass it took 44secs
Without UVW randomizer map to render initial pass it took 28secs
So the difference between results is pretty significant. Everything is rendered on TR 1950X.
Below is final render where I rendered final image just with triplanar map.