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  • Published 8 Jun 2018

Additional cycles random node

in Cycles currently there is a shader object input for a random number.

I think it would be handy if there was a Re-Random node.

With an input of the normal random number, it would based upon it (and maybe optional extra seed (or add) value's create a new random number.

This could be handy for

  • procedural textures
    (ea combine same scale procedural nodes without displacments at random displacement)

Or for scenario's like :

  • you have random ( metallic, non metallic, pearlescent, matte and glossy ) car paints who already use random input for their colour
100%

Development Status: Open

Upvote 3 Downvote 0
peter.boos
8 Jun 2018

7 Comments

Luis.Burdallo

How about naming your post properly? :D

peter.boos Author

@luisburdallo: ha forgot it :), maybe its an awesome idea... i wonder if i can alter it. (worked)..

Do you like the idea ?

Luis.Burdallo

@peter.boos: I have never used the function but I just checked now and I wonder if what you want is something like a shuffle extra option? So it could have an extra button just to create a new seed. Or as you said a number that will change the seed of the random number. Did you try using a Math node in between just to change the random number? I am just messing around to see if there is a way to do that with some other nodes combination.

o.mangold

@luisburdallo: Feed the random value into the vector input of a voronoi cells texture node? Plus some (large enough) different offsets for the multiple random values you want?

Luis.Burdallo

@o.mangold: Yeah that seems to re-randomize. Not entirely sure if that's what he is looking for.

o.mangold

@luisburdallo: Might be unneccessarily expensive, though. Cell noise would be cheaper, if Cycles already had it. But it's quick and easy solution, better than implementing a RNG oneself with math nodes.

Luis.Burdallo

@o.mangold: I see. Good to know. Thanks for your input mate.