Random Texture Node

by Duarte Ramos in Materials, Shaders, Textures

Random Texture Node

Introduction

Ever wanted to create a material with random colors or textures? Quickly and easily create variation on any set of objects, with a simple material node that randomly changes it's appearance for every object.

Useful for quickly adding depth and variation to your render, quickly filling in a scene's background or breaking repetition for secondary or filler objects. Don't bother setting them up manually laboriously placing different objects one by one, let Random Texture node randomize it for you from any batch of user defied colors or textures with a configurable number of slots. Good for tree leaves or vegetation, books, product packaging like cans, boxes, bags; banknotes, bricks or stone blocks and many more.


Features

  • Works with all independent object types:
    • Inside particle systems
    • Duplis (vertex, face, group)
    • Or any set of regular independent objects
  • Every image slot is totally independent
    • Use any set of separate image files with completely different file formats
    • Combine plain colors, image files or procedural textures seamlessly
    • Completely independent set of UVs for each and every slot
    • Use it multiple times in any part of the shader tree (alphas, masking, diffuse colors or any other), order is kept in sync for every object
  • Up to 20 different colors or textures
  • GPU Rendering compatible - Because it is a regular builtin Cycles node (no OSL or fancy gimmics) it renders seamlessly on CPU or CUDA
  • EEVEE compatible


20 textures not enough, need more? Easily expand the grouped node setup by copying it yourself and extend to whatever desired texture count you like.