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Using Blender 2.76 and cycles, I'm trying to color an object with the Noise Texture node, among others. The resulting object looks like this:

enter image description here

I'm happy with the basic colors, but I'd like to try different random seeds, to see different distributions of the green and blue. But I don't see a field for such a seed on the node.

enter image description here

Is there a way to do this? I tried putting some things into the Vector input, but it only zeroed out the noise. I don't understand that input yet.

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  • $\begingroup$ Check out my explanation of texture mapping here. $\endgroup$
    – PGmath
    Jan 6, 2016 at 22:06

2 Answers 2

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This doesn't really change the seed, but you can get a different noise pattern by translating the whole texture by a significant amount.

enter image description here

The Suzanne on the left uses a noise texture with default settings and mapping coordinates. The Suzanne on the right uses the same noise texture, but uses the below nodes to shift the texture coordinates to get a different noise pattern.

enter image description here

For the sake of space i am using my homemade translate node but you could just as well use a mapping node as well.

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  • $\begingroup$ Perfect, that's what I was looking for. That's even better than a seed, actually, because you can make minor adjustments too. $\endgroup$
    – Rob N
    Jan 6, 2016 at 23:43
  • $\begingroup$ You could introduce an object info -> random node to this setup, to have it, well, more random. $\endgroup$
    – MSchmits
    Jan 8, 2016 at 7:52
  • $\begingroup$ @MSchmits The Object Info node's random output is per-object. I believe the OP wants to manually adjust the seed to adjust the pattern on a single object. $\endgroup$
    – PGmath
    Jan 8, 2016 at 14:21
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  1. I added a node Input > Object Info,
  2. and linked the Random value to the Location value of a Vector > Mapping node
  3. Your texture UV (or simply Input > UV) goes into the Mapping node's Vector value,
  4. and the output of the Mapping node goes into the Vector of my Noise Texture.

That worked very nicely and I didn't have to make my materials single user - just cloned my objects and it worked.

The Random output generates a value in the 0 - 1 range for each object. If you want to increase the random range you can use a Math > Multiply node.

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