I am following a procedural stone texture tutorial and they showed this node group, this acts as the starting point for pretty much the whole texture, but I have no idea what it does. It basically takes texture coordinate object, separates xyz, and then subtracts data from object info

Wouldn't this do the same thing?


This is likely trying to add some randomness into the texture coordinates so all objects don't have a perfectly matching texture placement introducing some variation between them despite using the same texture.

It takes Object texture coordinates as base then separates each axis into separate components so an arbitrary value can be subtracted to in each direction (Color for X, Object Index for Y and Random for Z) and it doesn't always offset the same amount for each axis.

I do have some doubts about its real effectiveness, since as far as I know both Index and Color aren't really random, but is user adjustable values. On the other hand it does allow some degree of "manual placement" on per-object level.

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    $\begingroup$ I want more of your answers, please! I always learn a lot. :) $\endgroup$ – Jachym Michal Jul 18 '20 at 19:25
  • $\begingroup$ Thanks, you've been doing great too. Keep it up $\endgroup$ – Duarte Farrajota Ramos Jul 18 '20 at 19:43
  • $\begingroup$ So I could recreate this using only a texture coordinate random node? $\endgroup$ – IdowhatIwant Jul 19 '20 at 5:44
  • $\begingroup$ I'm not aware of any such node exists by default $\endgroup$ – Duarte Farrajota Ramos Jul 19 '20 at 12:27
  • $\begingroup$ You can see on the texture coordinate node, there's a random vector, couldn't I avoid everything with Texture coordinate (random) to whatever the combine xyz is connected to? $\endgroup$ – IdowhatIwant Jul 19 '20 at 15:11

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