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Rendering with Arnold in 3ds Max using the MaxtoA plug-in.
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How to assign a random offset to a texture placement node in Maya on per face and per object basis

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pixelwash
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How to assign a random offset to a texture placement node in Maya on per face and per object basis

I'm trying to stop wooden textured objects in Arnold and Maya all looking the same, and to stop the appearance of tiling.

 

I could construct a single re-usable shading network in Maya if there was a way in Arnold for Maya to do things.

 

One is to assigned a selectively clamped random number to the UV offset and rotation numbers for the texture placement nodes, and the other thing I'd like to be able is do is to randomly select a texture using a switch node from a list of textures. 

 

How do I do these things in Arnold for Maya? I want to be able to assign this single shader with those two random variables to multiple objects and have the randomness be expressed automatically either per object or a per face, like Arnold currently does with the "jitter color" shader node.

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