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I have made a kinda Multitexture setup for my material using "Geometry>Random per Island" node to choose between different textures, and it works just fine, gives me the random distribution of textures which I wanted.
The only issue I have is that it gives me different distribution in viewport and in Render. Both look good so that's fine, except I don't know why is it so.
screenshot of viewport, render, node setup, mods

It looks to me like it has a different "Random per Island" value (seed?). Different but consistent in each render. Or maybe in the viewport "R per I" is calculated for basic mesh and in Render it recalculates for mesh with modifiers applied?

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    $\begingroup$ Hi, thanks for the post. While answering your own question is possible and even encouraged, it should be done respecting the site structure. Could you break this up into two posts, rephrasing the problem to read like an actual question or expose a problem, while the solution is written as separate answer in the proper section below? Maybe add a short description of the steps accompanied by a few images illustrating the workflow and final results. See How do I write a good answer? $\endgroup$ Commented Oct 28 at 2:23
  • $\begingroup$ Regarding your other question about how to change the seed for the Random Per Island values: all these random values basically use the geometry as seed. Every slight change in geometry will result in a different basis for generating randomness, so yes, of course different geometries in viewport and render will result in different random values. $\endgroup$ Commented Oct 28 at 5:19

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I found the answer, my bad. After creating the floor, when I started to play with material and textures, I turned off modifiers in Viewport, so it was calculating different random values for different geometries in Viewport and in Render (even if Islands were the same).

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