Table Of Contents
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Models from polyhaven.com |
The Jitter shader can be used to create randomized colors and float / integer values based on automatically generated attributes. For example, automatically adding unique color variation to different objects or using randomly generated float values to control things like metalness or roughness per-object. This is accomplished by pairing an input ID with a randomized seed, the input ID controls how the source objects are differentiated and the seed allows the user to quickly change the randomized output for each variation option.
Currently, Blender only supports the Object ID input ID mode.
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Currently, Blender only supports the Object ID input ID mode.
Controls what attribute the randomization is based on.
Name ID - Randomization is based on an objects name in the scene.
Object ID - Randomization is based on the Redshift Object ID that a user can set on each object. This works exactly the same as using an Integer User Data node with the "RSObjectID" attribute.
UserData ID - Randomization is based on a custom user attribute. Frequently this is accomplished with an Integer User Data node as the "User Data input" to the Jitter shader which references an attribute added to objects in the scene.
Redshift reserves the following intrinsic attributes:
RSObjectID - An integer ID that Redshift tracks which can be set by the user per-object.
RSNameID - A string ID that Redshift tracks based on the names of scene objects.
In the example images below three different tool models are used to demonstrate the Jitter shader. When using Name ID each individual tool has its own unique color, this is because each tool has its own unique name in the scene. However, when using Object ID there are only three unique colors - one for each distinct kind of tool because all hammers have the same object ID, all screwdrivers have the same object ID, and all crowbars have the same object ID. In the UserData ID example a custom integer user data attribute was added with a unique ID for the tools on the top, middle, and bottom parts of the screen as well as a lone hammer in the center. This results in four unique colors but they are not limited to tools of the same kind.
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Input ID Mode: Name ID | Object ID | UserData ID Integer User Data with custom user attribute |
When the Input ID Mode is set to UserData ID an Integer User Data node or other ID source should be connected to this port. This also functions as the default value if the selected user data is not found.
The source color or texture that all color randomization is based on.
The higher the range in color variation the lower the impact the source color has on the final output because of how drastically the colors are likely to change, however, when color variation is low the source color becomes more important since the randomized colors stay closer to that starting position.
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Source Color: Blue Hue Max: 30 |
Red 30 |
Blue 360 |
Red 360 |
Controls how far the hue can be offset from the source color's original hue in degrees along a color wheel. Higher ranges between the min and max result in a greater potential for hue variation, a value of 0 for both results in no change.
To help visualize how the source color's hue is offset a color wheel is included in the example images below, the color wheel spins as the hue variation parameters are changed and move back toward the starting position the closer the min or max values get to zero. Note how the number of unique colors is grows as the range increases between the minimum and maximum values. In the rightmost example both the hue min and hue max are animated at the same time across the entire hue scale separated by a consistent range of 30, this results in all the colors maintaining a narrow band of color variation while still moving through all the different colors along the wheel.
Hue Max: -40 to +40 Hue Min: 0 |
-180 to +180 0 |
-330 to + 360 -360 to + 330 |
Changes the seed value that is used to determine the randomized hue. Changing the seed will result in different hues per ID.
Changing the hue seed |
Controls how far the saturation can be offset from the source color's original saturation. Higher ranges between the min and max result in a greater potential for saturation variation, a value of 0 for both results in no change.
It is expected behavior that previously greyscale values will take on a color if random saturation is allowed to go above 0.
Saturation Max: -1 to +1 |
Changes the seed value that is used to determine the randomized saturation. Changing the seed will result in different saturation levels per ID.
Changing the saturation seed |
Controls how far the color value can be offset from the source color's original value. Higher ranges between the min and max result in a greater potential for value variation, a value of 0 for both results in no change.
Value Max: -1 to +1 |
Changes the seed value that is used to determine the randomized color value. Changing the seed will result in different color values per ID.
Changing the value seed |
Controls the minimum and maximum range of potential float values that can be output.
In the example image below the random float value is being used to drive a coat reflection on all objects.
Float Max: 0 to 1 |
Changes the seed value that is used to determine the randomized float value. Changing the seed will result in different float values per ID.
Changing the float seed |
Controls the minimum and maximum range of potential integer values that can be output, always returning a whole number.
Changes the seed value that is used to determine the randomized integer value. Changing the seed will result in different integer values per ID.