Ok, I feel this isn’t possible but I thought I’d ask. I have a material with a RGBA colormask that defines where textures go. Ok, but the RGB channels apply to a bunch of different objects, while the alpha masks out the islands from each channel. (IE. each island in the R channel refers to a bunch of different parts of the mesh). I’d like to randomize the HSV values within a range WITHIN a single channel of the colormask (IE each island in each color channel gets a different hsv value). Any ideas? It would be much appreciated.
J