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This node creates controlled random variations. The variation so= urce can be attribute- or primvar-based. Primvars should have a constant de= tail (a single value per object). Only non-zero id/primvar/attribute values= will create a variation. If the source can not be read, there will be no v= ariation. Being able to lookup an arbitrary float or int attribute is a goo= d way to debug a scene. For examples, if you are wondering which objects ar= e single-sided, you can enter 'Ri:Sides' in varName.
The color that you would like to vary.
The source of the variation. One of:
If varySource is 1 or 2, the name of the primvar or user attribute. If u=
sing a primvar, it should be either constant; per-vertex/face primvars are =
not supported. For user attributes, type "user:myattribute
".=
p>
Limit random hue shift. Ranges from 0 (no variation) to 1 (full variatio= n).
Limit random saturation scale. Ranges from 0 (no variation) to 1 (full v= ariation).
Limit random luminance scale. Ranges from 0 (no variation) to 1 (full va= riation).
Limit random gamma variation. Ranges from 0 (no variation) to 1 (full va= riation).
Range from 0 to 1 specifies the possibility of applying the variation.= p>
How the color hue will be varied:
How the color saturation will be varied:
How the color luminance will be varied:
How the color gamma will be varied:
Allows the variations to be changed without altering the set primvar
Will take the set primvars and scale them to an expected 0-1 range used = in the pattern for items that the primvar scale is beyond the normalized ra= nge
Outputs various info to help you debug your scenes.
The clamped color result.
The R channel from the resultRGB output.
The G channel from the resultRGB output.
The B channel from the resultRGB output.