This node randomize a base color in hue, saturation and intensity.
The node can use a primitive attribute to randomize the color. This attribute is "id" by default. Some geometries provide the "id" attribute, like the particle system, the curve mesh or the HairAndFur procedural. In the case of a simple object, Guerilla will search for the last postfixed number in the object path name :
- root|object1 will produce the id 1
- root2|object will produce the id 2
- root2|object3 will produce the id 3
The base color to randomize.
The primitive attribute to use as random index.
The index in the random sequence. This integer value is added to the attribute before to draw a random color. It can be used as source of random if the attribute is not available.
The amount of random in the hue space. 1 or -1 will produce a full range of hue values. The random is done in a single direction on the chromatic wheel, you can choose the direction using a positive or a negative value.
The amount of random in the saturation space. 1 will produce a full range of saturation values. The random is done around the base color saturation.
The amount of random in the intensity space. 1 will produce a full range of intensity values. The random is done around the base color intensity.