Per-Ray Random Numbers
An output on one of the Cycles shader nodes that generates a random number every time the shader is evaluated would be an extremely powerful utility. It would allow you to for example, modulate color and IOR in a correlated way to fake dispersion, among other semi-physical or non-physical effects.
In the thumbnail I've "prototyped" my proposal using an extremely high frequency noise texture to drive SSS radius + color ramp in the monkey, and hue + IOR in the sphere.
Possible homes for this feature: Light Path Node, Value Node, or maybe a node of its own where you could specify min/max range values. (or maybe as an "attribute" for the attribute node. but that thing seriously needs to be made more user friendly aha)
This is my first post to RCS I hope I've done this in a productive and helpful way :)
3 Comments
the new white noise node does exactly what i want, please mark this as done :)
This is trivial with an OSL shader in cycles... But of course that is CPU only.
* @Brian Savery * id prefer not to have to learn another programming environment for one feature....