
15: Adding Material Variation with Object Info and Hue Adjustment
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To make the scene more visually engaging, I introduced slight variations in the textures of instanced objects like grass and bushes.
Process
In the material setup, I added an Object Info node. This node provides a Random output that generates a unique random value for every instance.
I connected the Random output to a Multiply node to control the intensity of the effect. Then, I linked this to the Factor input of a Hue/Saturation node. Adjusting the Hue/Saturation node allowed me to subtly change the hue, saturation, and value based on the random values.
This Hue/Saturation node was connected to the Base Color input of the Principled BSDF shader. The original texture was connected to the color input of the Hue/Saturation node, ensuring the base texture was maintained with variations applied.
The result was natural-looking variation among instances, making the scene appear more dynamic without the need for multiple materials.
Nodes Used and Their Functions
- Object Info: Provides a random value per instance.
- Multiply (Math Node): Adjusts variation intensity.
- Hue/Saturation: Modifies color properties.
- Principled BSDF: Main shader node.
- Texture from Assets: Base texture for the material.