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  • Published 24 Sep 2016

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.

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Development Status: Open

Upvote 47 Downvote 0
steffen.hess1
24 Sep 2016

6 Comments

Gorgious

You can use the White Noise Texture node and use the fourth dimension as a seed : imgur.com/a/EMwIvgr (V2.82+)

1
momotron2000

Masterxeon brought me here

1
masterxeon1001

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.

1
fmerrill

This is a really great suggestion, and something I'm also interested in.

Leonardo_Vallone

This would be useful. Have you found a workaround?

alfonsmarklen

It should be a seed value in the texture node also.