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I created a procedural dirt texture for the rims of my tires. Problem is every tire has the exact same pattern. Is there any way to create some variance across the different rims?

I'm looking for the easiest method.

enter image description here

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You can use the Random output of the Object Info node to translate the Texture Coordinates as shown :

Without translation (note how they all have the same pattern) : same

With object randomized translation along the Z axis : randomized

Adjust the Multiply node to vary the distribution of the randomness over the texture space (larger values will select more distant sections of the texture space).

You could similarly use the Random value to vary other aspects of each object's texture/properties.

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  • $\begingroup$ That's great thanks. I ended up hooking up the random to the Musgrave Texture "Scale" and "Dimension" to get some variance. $\endgroup$ – deanresin Nov 9 '17 at 17:54

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