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Your best bet would be to make a macro to create the object itself,
which translates the textures by a random amount. Use a variable outside
the macro to store the random number generator's seed.
#declare myObjectRS = seed(456123);
#macro MakeMyObject()
union {
//blah blah
texture {
//blah blah
translate < rand(myObjectRS)*100, rand(myObjectRS)*100,
rand(myObjectRS)*100>
}
}
#end
Or you could declare your object as untextured, and texture it for each
version. This would only work if the object only has one texture,
though.
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