Contents
This node creates controlled random variations. The variation source can be attribute- or primvar-based. Primvars should have a constant detail (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 variation. Being able to lookup an arbitrary float or int attribute is a good way to debug a scene. For examples, if you are wondering which objects are single-sided, you can enter 'Ri:Sides' in varName.
Input Parameters
Input Color
The color that you would like to vary.
Vary Source
The source of the variation. One of:
- 0: Identifier Id
- 1: Identifier Name
- 2: Primvar
- 3: Attribute
Variable Name
If varySource is 1 or 2, the name of the primvar or user attribute. If using a primvar, it should be either constant; per-vertex/face primvars are not supported. For user attributes, type "user:myattribute
".
Variable Type
The type of the primvar or user attribute used to seed variation. If using a primvar, it should be either uniform or constant; per-vertex/face primvars are not supported.
- 0: Float
- 1: Integer
Hue
Limit random hue shift. Ranges from 0 (no variation) to 1 (full variation).
Saturation
Limit random saturation scale. Ranges from 0 (no variation) to 1 (full variation).
Luminance
Limit random luminance scale. Ranges from 0 (no variation) to 1 (full variation).
Gamma
Limit random gamma variation. Ranges from 0 (no variation) to 1 (full variation).
Advanced
Probability
Range from 0 to 1 specifies the possibility of applying the variation.
Hue Mode
How the color hue will be varied:
- 0: Centered -- the variation will be centered around the current value.
- 1: Additive -- the variation will be added to the current value.
- 2: Substractive -- the variation will be substracted from the current value.
Saturation Mode
How the color saturation will be varied:
- 0: Centered -- the variation will be centered around the current value.
- 1: Additive -- the variation will be added to the current value.
- 2: Substractive -- the variation will be substracted from the current value.
Luminance Mode
How the color luminance will be varied:
- 0: Centered -- the variation will be centered around the current value.
- 1: Additive -- the variation will be added to the current value.
- 2: Substractive -- the variation will be substracted from the current value.
Gamma Mode
How the color gamma will be varied:
- 0: Centered -- the variation will be centered around the current value.
- 1: Additive -- the variation will be added to the current value.
- 2: Substractive -- the variation will be substracted from the current value.
Verbosity
Outputs various infos to help you debug your scenes.
- 0: Silent -- only error messages will be output.
- 1: Warnings -- errors and missing attributes will be reported.
- 2: Infos -- like above, plus the value of attributes.
Output Parameters
resultRGB
The clamped color result.
resultR
The R channel from the resultRGB output.
resultG
The G channel from the resultRGB output.
resultB
The B channel from the resultRGB output.