Hi,
Does anyone know a way to force the UVW Randomizer to use the center of the map as the random rotation pivot point?
From my tests it looks like it always random rotates the map around lower left corner.
But if you turn the random rotation off by setting it to 0/0 and manipulate with traditional W rotation in the ‘coordinates’ rollout then the texture is rotated around it’s center.
I tried also giving it some offset in the the ‘coordinates’ rollout compensated by the opposite fixed offset in random offsets but it didn’t work.
Any ideas anyone? 
As all these randomiser things work in UV space I don’t think there’s a way to do that, unless there’s some trick to it.
Depending on what you want to do, this script works as a workaround if you either have separate objects or can break your object to elements, run it, then attached them all again https://www.scriptspot.com/3ds-max/scripts/uvw-randomizer-0
Don’t have it in front of me but I supposed you could use Photoshop or similar to offset your texture half its size in both directions with wrap on. This would put the old center in the corner for you. The tool in PS is literally called Offset.
Thanks for the tips.
@fixeighted Thank you, I’m familiar with such scripts, but they are a bit cumbersome considering a modern, fast and responsive pipeline especially compared to such powerful tools as Vray’s UVWRandomizer.
@Joelaff It works as you described, so it’s a workaround that’s worth considering, but I still feel that there might be a better way that uses some feature of max or vray without the need to edit each bitmap in Photoshop.
Here’s a result using a texture that’s been offset in PS:
The actual use case that I’m working on is mapping of tree rings at the ends of cylindrical poles. The bitmap needs to be randomly rotated around it’s center for each element or instance. Here’s an example:
EDIT: I thought I found a solution but that was a mistake.
Yeah that does work well actually…good technique.
Though one thing I noticed is that you’d need to randomise by instance and render ID, as when I tested using the choices you made (which don’t show using the map you used, as the bkg is white), there
is a glitch where the texture creeps in on the corners, as in the attached. Not sure why that would be, but it’d be noticeable in some situations I guess.
For the map processing I used the setup attached and just rendered from the composite, which omits the PS step and is reuseable 
Nice!
I haven’t thought about using ‘place’ feature + joining maps in composite.
I guess we need to settle at that.