---
title: "Corona Mapping Randomizer"
canonical: "https://documentation.chaos.com/space/CRMAX/125081823/Corona%20Mapping%20Randomizer"
format: markdown
---
The remaining issue is that the textures are aligned in the wrong direction. Since the Corona Mapping Randomizer relies on mapping randomizing (as the name implies), to fix that, we can use any preferred method of rotating the textures - for example, the UVW Xform modifier or changing the rotation directly in the Bitmap texture's properties. In this case, a UVW Xform modifier was applied to rotate the texture by 90 degrees.


Note that in addition to U and V offset variation, we also enabled the** Randomize each tile** option and set **Number of tiles** to 4. This tiles the texture on each surface it is applied to, and the tiling is then randomized using the offset, rotation, and scale values. 

The remaining issue here is that while the randomization works excellent, the bricks are not aligned in straight horizontal rows anymore because of the full V offset randomization. 

We can fix that by enabling the **Step** option next to the V Offset. The **Step** value decides about the interval at which the texture is moved. Leaving it at 0 results in unrestricted, random movement. Setting it to 1 means that we only allow the offset to be 1, 2, 3, and so on, resulting in no visible randomization whatsoever. Setting the value to 0.5 allows offsetting the texture by half its height, and so on. In this case, a single segment of our brick wall texture consists of 7 rows of bricks. To calculate the desired **Step** value, we need to divide 1 by the number of rows or columns. In case of our brick wall 1 / 7 = 0.143, so let's use this value.


> Macro (rw-ui-expands-macro)
> 
> > Macro (rw-expand)
> 
> ![image](media://b7c678a8-9e54-4224-8f65-c0306792b222)