NEW IN R20
This setting is used to randomly distribute the UV tiles. Modifying the Seed value will produce a different random distribution.
This is the maximum number of UV tiles that should be generated. The actual number of tiles generated can be defined using the Density setting.
This is a multiplier for the actual number of UV tiles generated. In conjunction with grayscales you can define where within the texture tile the distribution should be calculated.
If enabled, UV tiles that extend beyond the texture tile will automatically be continued on the opposite texture tile, which creates seamlessly tileable structures.
The distribution of tiles is done randomly, which makes it possible to overlap tiles. If you do not want them to overlap, enabling this option will cause each tile to be completely visible – but the total number of tiles will be reduced correspondingly.
Here, brightness values or the numeric values 1 or 0 can be used to shape the UV tiles. Imagine this as an alpha mask that affects UV coordinates. Only the white regions will remain visible (1) and the black regions (0) will be cut off in the UV tile. If in-between values or grayscales are input, the values will be either rounded up or down.
This multiplier for random values randomly deletes tiles from the display. If set to 0%, all tiles will be displayed; if set to 100%, all tiles will be hidden. Values in-between will produce corresponding results. Contrary to Density, this setting will produce a random recalculation of which tiles should remain visible and which should be hidden. If animated, new arrangements will be generated for the tiles.
Rotates each UV tile around its center point.
Rotates all UV tiles randomly around their center points.
Multiplier for the size of each UV tile in the U and V directions.
This setting can be used to define a random deviation in size for each UV tile.
If enabled, each UV tile will be scaled uniformly and will maintain its aspect ratio even after being scaled randomly as defined by the Scale setting.