---
title: "UVW Randomizer"
canonical: "https://documentation.chaos.com/space/VBLD/117638851/UVW%20Randomizer"
format: markdown
---
This page provides information about the UVW Randomizer texture in V-Ray for Blender. Overview The V-Ray UVW Randomizer allows applying random offset, rotation, and scale to textures. To use it, connect the UVW Randomizer to the  Mapping  input of a texture node. Node Input Sockets This section describes the input sockets of the node. Some sockets have dedicated parameters, which are further described below, and some sockets are just inputs. Input  – Allows a different   Mapping  node to be connected, which the UVW Randomizer will randomize, creating a new UVW mapping texture. Seed Tex  – Allows a node to determine the randomization pattern. Properties Random By Face  –  Considers the face IDs of the object when feeding the data (color or texture) to the material. Random By Render Id  –  Assigns random colors based on RenderIDs. Random By Particle  –  Assigns random colors based on ParticleID. Random By Instance  –  Assigns random colors based on InstanceID (works for Alembic instances). Random By Objects Id  –  Considers the Object IDs of the object when feeding the data (color or texture) to the material. Random By Node Handle  –  Each node in Houdini is assigned a unique number (a handle) when it is created. This option erates the color index based on that node ID. It is useful because the node handle survives through scene editing - e.g., if you add/remove other objects or rename them, you still get the same colors. Random By Node Name  –  erates a color index based on the name of the node that the texture is applied to. This allows the color to remain consistent if the object is merged into another scene, or X-Ref'd, etc. Random By Mesh Element  –  Assigns random colors based on the element (e.g., teapot lid, etc.) IDs of the object. Stochastic Tiling  – Changes the mapping based on the UV tile. Tile Blend  – Edge blending between adjacent tiles when  Stochastic Tiling  is used. Seed  – Changes the randomization pattern. Offset Variance The Variance controls the position of the map along the U or V axis. U Range Min/ Max  –  The min and max range in which the offset of the U axis is applied. U Steps  –  Specifies the number of steps in which the variance interval is achieved. V Range Min/Max  – The min and max range in which the offset of the V axis is applied.   V Steps  –  Specifies the number of steps in which the variance interval is achieved. Rotation Variance Rotation Range Min/Max  –   The min and max range in which the rotation parameters are applied. Rotation Steps  –  Specifies the number of steps in which the variance interval is achieved. For example, if UV rotation is set from 0 to 360 with a Step of 5, the texture is rotated at an angle that is a multiple of 72 degrees (e.g. 72, 144, 216..) Scale Variance U Scale Range Min/Max  – The min and max range in which the scale parameters are applied to the U axis. U Scale Steps  – Specifies the number of steps in which the variance interval is achieved on the U axis. V Scale Range Min/Max  –  The min and max range in which the scale parameters are applied to the V axis. V Scale Steps  –  Specifies the number of steps in which the variance interval is achieved on the U axis. Variance V Scale Unlocked  –  When enabled, the U and V axes can be scaled separately. Mapping Wrap U/V  – Controls how the map is wrapped. None  – It is rendered as is. Tile  – Tiles the bitmap. Mirror Tile  – Tiles the bitmap in a mirror pattern. Crop U/V  – When enabled, crops the map on the respective axis. Wrap Mode  – Specifies how to wrap the map: On 0.5 boundary On Integer boundary