Object Info Node -> Random Seed
Problem: When using the Random Value of the Object Info Node you can e.g. modulate the Color of a diffuse shader. If you however want to randomize multiple aspects of the Material (color, roughness, bump strength, etc.) the same random number per object is used to do that. That means that every Object sharing the same color also shares the same values for roughness, bump strength, etc.
Solution: Adding a Seed Input to the Random Factor to get different Randoms. That Means that previously Mentioned Values can be modulated independently of each other by using a different Seed.
Additional Benefits: For Artistic Purposes its usefull to change the Seed Value to get a preferable Distribution of The Random Values.
6 Comments
You can use the White Noise Texture node and use the fourth dimension as a seed : imgur.com/a/EMwIvgr (V2.82+)
Masterxeon brought me here
after years of this existing we have ran into this same limitation as well. It would be great to have a truly random system for a generative random material idea we have been working with.
This is a really great suggestion, and something I'm also interested in.
This would be useful. Have you found a workaround?
It should be a seed value in the texture node also.