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  • Published 8 Oct 2021

UV Randomiser Node Tree

I've been looking to find a way to easily randomise UV coordinates for scratches on metalic objects. My solution has been to use a small node tree to help drive this. This works mostly, but there are some things which I don't quite understand. The Seed value I am using seems to have ranges where the randomising breaks. And I don't understand why.

Screenshot 2021-10-08 174330.png Here's the randomising bit.

Screenshot 2021-10-08 174413.png And my shading network.

Screenshot 2021-10-08 180353.png And the results. This is only working because I am using a specific seed value. I think in this case it's a value of 0.900.

Can I post a link to share a .blend file here?

I would be very interested to be pointed in the right direction. I suspect that I am confused by how Blender handles data and what happens when one makes copies. Pointers to reference materials would be appreciated. Thanks!

AmbientSpace
8 Oct 2021

1 Comment

AmbientSpace Author

I see why things can break in my node tree where I am using a random Object ID coupled with a divide node and the output of 1D noise can encounter situations where a divide by zero can occur. I'll have look at this and see if I can improve it's stability and predictability.