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
7 Comments
How about naming your post properly? :D
@luisburdallo: ha forgot it :), maybe its an awesome idea... i wonder if i can alter it. (worked)..
Do you like the idea ?
@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.
@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?
@o.mangold: Yeah that seems to re-randomize. Not entirely sure if that's what he is looking for.
@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.
@o.mangold: I see. Good to know. Thanks for your input mate.