---
title: "VRayUVWRandomizer"
canonical: "https://documentation.chaos.com/space/VMAX/113587250/VRayUVWRandomizer"
format: markdown
---
This page provides information on the UVW Randomizer Map. Overview The VRayUVWRandomizer map allows applying random offset, rotation and scale to textures, assigned to a single object with different Face IDs or different objects. It can be used as a mapping source for VRayBitmap and VRayTriplanarTex texture nodes only. In this example, the  Randomize  mode is set to  By element . The texture is scaled by the  U scale , whose variance ranges from 10% to 150%. Basic Parameters Seed  – Changes the randomization pattern when one or more of the randomization modes are used. Randomize  – Specifies a mode for randomization. Multiple modes can be combined. By name  – Generates 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.; By element  – Assigns random colors based on element (e.g. teapot lid, etc.) IDs of the object; By face ID  – Considers the face IDs of the object when feeding the data (color or texture) to the material; By instance ID  – Assigns random colors based on InstanceID (works for Alembic instances, VRayInstancer source objects, VRayEnmesh, and Chaos Scatter); By particle ID  – Assigns random colors based on ParticleID (works for VRayInstancer source objects and Thinking Particles); By render ID  –  Assigns random colors based on RenderIDs; By object ID  – Considers the Object IDs of the object when feeding the data (color or texture) to the material; By node handle  – Each node in 3ds Max is assigned a unique number (a handle) when it is created. This option generates 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. Stochastic tiling  – Changes the mapping based on the UV tile. If no randomization mode is selected (i.e. the checkboxes are empty), there are no UV transformations, regardless of the  Variance  and  UV rotation  values. Tile blend  – Edge blending between adjacent tiles when  Stochastic tiling  mode is used.  See the  example . Random flip U/V  – Flips the texture on a random principle along the U or V axis. Variance  –  The min and max range in which the scale, offset and rotation parameters are applied. Step  – 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..). U/V offset  – Controls the position of the texture along the U or V axis. UV rotation  – Rotates the texture along the U or V axis. U/V scale  – Scales the texture along the U or V axis. Coordinates These parameters are the regular 3ds Max coordinates parameters as found in the general 3ds Max textures. Noise These parameters are the regular 3ds Max noise parameters as found in the general 3ds Max textures .  Example The  Stochastic Tiling  parameter can help you achieve a non-repeatable look by randomizing the texture mapping in each tile. In this example, we show how to render a brick wall with the help of Stochastic Tiling. We use a Bricks Weathered material available in the  Chaos Cosmos Browser . Instead of tiling uniformly its textures which would produce artificial appearance, we link the same VRayUVWRandomizer texture as  Mapping Source  to all of them. Its  Tiling  parameters in the Coordinates rollout determine the tiling for all VRayBitmap textures this way. We use a value of  3  for both  U  and  V Tiling  in this example. Brick walls are usually built in horizontal rows so we remove the random rotation caused by the RayUVWRandomizer by setting its  UV rotation interval  from  0  to  0 . We enable  Stochastic Tiling  in the VRayUVWRandomizer and set  Tile Blend  to 0.01. Default interval values of  U  and  V offset  from  0  to  1  mean a full tile size can be used as offset. The randomized look can be fine tuned with adjusting the step value for the randomization. Picking correct offset step will result in aligning the brick rolls in adjacent tiles. See the results with various steps in the rendered images below. Step  = 0 Step  = 3 Step  = 5