# Random VColor

Random VColor or Random Vertex Color randomizes the vertex color of the selected faces of object(s). This is useful for setting a base color you can layer your grunge effects on.

<figure><img src="https://1533334696-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4r0AELTCYZZ7h3JlR2Hg%2Fuploads%2F3gMBxNDevu15LfdnUxPO%2Fblender_4UuIzkuOTF.png?alt=media&#x26;token=61789d07-c7f8-48b8-8a20-738404671137" alt=""><figcaption><p>Figure 1</p></figcaption></figure>

Here are the redo properties and what they do:

### Color Wheel

This allows you to set the color using a color wheel. This only deals with hue and you need to increase the saturation and value if you want to see it more clearly.

<figure><img src="https://1533334696-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4r0AELTCYZZ7h3JlR2Hg%2Fuploads%2FT6lrbccufHDOu9X29Ijc%2Fblender_84hp0jXC1e.gif?alt=media&#x26;token=ecf583da-abd4-4118-8abd-fda1a2ab65e2" alt=""><figcaption><p>Figure 2</p></figcaption></figure>

With multiple objects, the colors are randomized based on the limit option.

<figure><img src="https://1533334696-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4r0AELTCYZZ7h3JlR2Hg%2Fuploads%2FAOg2zdLSMDFKJEP2Th4A%2Fblender_BvikRVPz9p.gif?alt=media&#x26;token=44457e06-fcdd-4687-9e47-864da68205fe" alt=""><figcaption><p>Figure 3</p></figcaption></figure>

### New Layer

Sets the name of the vertex color attribute which can be found in the properties window, in the data tab then in the color attribute section.

If the name exists, it will override the existing vertex colors assigned to the faces in that attribute.

### Use Saved

Instead of using or creating a new layer, assigns the vertex colors instead to an existing vertex color attribute.

### Limit

This has 4 options: **Object**, **Select**, **Island** and **Sharp**. **Object** will randomize the vertex color for each individual objects selected.&#x20;

<figure><img src="https://1533334696-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4r0AELTCYZZ7h3JlR2Hg%2Fuploads%2Fv9t3hJpKXm8UwbuOEt5j%2Fblender_azidxbNC4L.gif?alt=media&#x26;token=5c40f1cb-3f36-45bb-a26f-028620944e8d" alt=""><figcaption><p>Figure 4</p></figcaption></figure>

**Select** will randomize the vertex color for each groups of faces selected in individual objects selected.&#x20;

<figure><img src="https://1533334696-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4r0AELTCYZZ7h3JlR2Hg%2Fuploads%2Fr7h4ku8VNVZXPNerdZPh%2Fblender_vYiF1AMYfD.gif?alt=media&#x26;token=b4e1870b-13dd-4696-9ea9-8bad52c2caa5" alt=""><figcaption><p>Figure 5</p></figcaption></figure>

**Island** will randomize the vertex color of each separate face groups or islands in selected objects.

<figure><img src="https://1533334696-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4r0AELTCYZZ7h3JlR2Hg%2Fuploads%2FIvMBNeYTts8JoKZsul06%2Fblender_bWQhff5VQu.gif?alt=media&#x26;token=4cd74fec-4928-4046-b960-5518160470a9" alt=""><figcaption><p>Figure 6</p></figcaption></figure>

&#x20;**Sharp** will randomize the vertex color of faces inside of marked sharp edges.

<figure><img src="https://1533334696-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4r0AELTCYZZ7h3JlR2Hg%2Fuploads%2FXBCSOi1jS7sigCtuZzcK%2Fblender_O9xrMHlyzu.gif?alt=media&#x26;token=cf5221c5-5071-4558-a4dd-cbcb2074b052" alt=""><figcaption><p>Figure 7</p></figcaption></figure>

### Hue Max

The maximum hue values for the RGB channels.

<figure><img src="https://1533334696-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4r0AELTCYZZ7h3JlR2Hg%2Fuploads%2FBD4Vn2yZyVQaaQe9YwRl%2Fblender_yjWrvsi64d.gif?alt=media&#x26;token=ccd01dab-8154-4e8f-bb5f-d4582027e2ff" alt=""><figcaption><p>Figure 8</p></figcaption></figure>

### Hue Min

The minimum hue values for the RGB channels.

{% hint style="info" %}
*If the minimum value becomes higher than the maximum then it will be treated as the maximum value with the lower one as minimum regardless of name. Randomization will occur using the values between the 2 properties.*
{% endhint %}

### Saturation

This allows you to set the minimum and maximum saturation for randomization.

<figure><img src="https://1533334696-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4r0AELTCYZZ7h3JlR2Hg%2Fuploads%2F0PQ3hWfrdzRDLAqKVxWM%2Fblender_0L3vuMCPu7.gif?alt=media&#x26;token=05b39e06-92e4-4dca-bf63-fc8126670510" alt=""><figcaption><p>Figure 9</p></figcaption></figure>

### Value

This allows you to set the minimum and maximum values for randomization.

<figure><img src="https://1533334696-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4r0AELTCYZZ7h3JlR2Hg%2Fuploads%2FQ3UCfvPHkfIKRfcNjEvU%2Fblender_dXaqCsYq0L.gif?alt=media&#x26;token=83d874bd-b456-4b81-9b55-ec9e4f15b04e" alt=""><figcaption><p>Figure 10</p></figcaption></figure>

### Random Seed

This allows you to set the randomization value for the hue, saturation and value properties.

<figure><img src="https://1533334696-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4r0AELTCYZZ7h3JlR2Hg%2Fuploads%2FQeByXoohuUpmbtmVXxut%2Fblender_hK01hKP7i6.gif?alt=media&#x26;token=ce2c33db-e232-4c90-a2d2-2e9d0c637aa6" alt=""><figcaption><p>Figure 11</p></figcaption></figure>

### Hard Gradient

This allows you to place hard stops which function like color stops in the color ramp node and will be based on the min max values set for the HSV.

<figure><img src="https://1533334696-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4r0AELTCYZZ7h3JlR2Hg%2Fuploads%2FeEHhDU7RExF66dnxx5fO%2Fblender_xJDlNXtfV3.gif?alt=media&#x26;token=95f2569b-3902-4c54-81aa-436575dc3e7f" alt=""><figcaption><p>Figure 12</p></figcaption></figure>

You can select multiple entries by pressing the `Shift` hotkey and clicking on the axis. Regular clicks will only select one while using the `Shift + Click` combination again on a selected option will deselect them.

### HG Stops

This allows you to set the number of stops. This will divide the values set in the min and max values of the HSV properties using the assigned number of stops. For example. using the default 2 will use the min/max values only for the randomization while using 3 will use the min/max and the number between them for randomization.

<figure><img src="https://1533334696-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4r0AELTCYZZ7h3JlR2Hg%2Fuploads%2Fa0TPcDSg2z0E7PhINmsA%2Fblender_IwH7Kaz71O.gif?alt=media&#x26;token=fd699427-12bc-4811-8dfd-3c3f1ddb12df" alt=""><figcaption><p>Figure 13</p></figcaption></figure>

{% hint style="info" %}
*In the image above, as the number of stops increase for the value, each of them would represent a different gradation just like a color ramp with color stops spaced evenly.*
{% endhint %}

### Island Offset

Determines the number for the randomization to cycle through before changing the vertex color for a face group/island.

<figure><img src="https://1533334696-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4r0AELTCYZZ7h3JlR2Hg%2Fuploads%2FWx8DkHJ8hF0I4uEFKnk7%2Fblender_ofum5tb5Kz.gif?alt=media&#x26;token=51b53a87-1913-4e5e-b4f4-bbd21620c9f2" alt=""><figcaption><p>Figure 14</p></figcaption></figure>

### Object Offset

This determines the number for the randomization to cycle through before changing the vertex color for an object.

<figure><img src="https://1533334696-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4r0AELTCYZZ7h3JlR2Hg%2Fuploads%2FjvvSMXsYCGZ6fNwiq5xR%2Fblender_4JtEl46UXE.gif?alt=media&#x26;token=0605f398-c5e7-49c3-ae7d-3621c067f9ce" alt=""><figcaption><p>Figure 15</p></figcaption></figure>

### Mark Sharp

<figure><img src="https://1533334696-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4r0AELTCYZZ7h3JlR2Hg%2Fuploads%2F0aPhkXjQ1ogU78AP4Z0P%2Fblender_7aYSrPdggz.gif?alt=media&#x26;token=b154a2b8-f365-4027-ba46-fc770d4d7a55" alt=""><figcaption><p>Figure 16</p></figcaption></figure>

Marks sharp edges based on an angle threshold. Used in conjunction with the **Limit: Sharp** if the object(s) has no marked sharp edges to begin with.

### Sharpness

The sharpness angle threshold used by the **Mark Sharp** toggle.

### Dirty Vertex Color

This toggle exposes some vanilla vertex color properties inside Blender to control the dirty vertex color effect.

<figure><img src="https://1533334696-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4r0AELTCYZZ7h3JlR2Hg%2Fuploads%2FHcymEg5OvMmhIEBnrdSv%2Fblender_OOaNKBLlCR.gif?alt=media&#x26;token=8e2562a5-422d-4544-8e63-5df8828543d3" alt=""><figcaption><p>Figure 17</p></figcaption></figure>

{% hint style="info" %}
*Dirty vertex colors works best for dense meshes where the amount of vertices results to more defined colors in the corners and transitions in the mesh.*
{% endhint %}

### Blur Strength

Blur strength per iteration.

<figure><img src="https://1533334696-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4r0AELTCYZZ7h3JlR2Hg%2Fuploads%2Fy9INgCTCL683wNzPETnP%2Fblender_cqsFYOe6IV.gif?alt=media&#x26;token=ef74af11-48b3-4e5b-bdae-defee4771261" alt=""><figcaption><p>Figure 18</p></figcaption></figure>

### Blur Iterations

Number of times to blue the vertex color.

<figure><img src="https://1533334696-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4r0AELTCYZZ7h3JlR2Hg%2Fuploads%2Faiw9akmVai3Ut1bMRT2h%2Fblender_h0bRYR27dD.gif?alt=media&#x26;token=ffddc84a-56d5-4be0-afc4-9ada0fd18fdd" alt=""><figcaption><p>Figure 19</p></figcaption></figure>

### Highlight Angle

Less than 90 limits the angle used in the tonal range.

<figure><img src="https://1533334696-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4r0AELTCYZZ7h3JlR2Hg%2Fuploads%2FM0E5AeLDhObOYL2nqCOf%2Fblender_pj1RUxEghL.gif?alt=media&#x26;token=13184d2d-0600-4898-95d9-6d151c013af8" alt=""><figcaption><p>Figure 20</p></figcaption></figure>

### Dirt Angle

Less than 90 limits the angle used in the tonal range. Determines the amount of dirtying based on the angle of neighboring vertices.

<figure><img src="https://1533334696-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4r0AELTCYZZ7h3JlR2Hg%2Fuploads%2FFO6EAtfiL0Wjq5BxWFB3%2Fblender_xwNU8mQftY.gif?alt=media&#x26;token=77371803-4602-43e5-ac88-360cfa7eb36b" alt=""><figcaption><p>Figure 21</p></figcaption></figure>

### Dirt Only

Don't calculate cleans for convex areas.

<figure><img src="https://1533334696-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4r0AELTCYZZ7h3JlR2Hg%2Fuploads%2FYk0wZsD3uuBbgDScjeTR%2Fblender_xTBlhBYCM8.gif?alt=media&#x26;token=2060597c-58a0-46e2-8f70-2741c423af58" alt=""><figcaption><p>Figure 22</p></figcaption></figure>

### Normalize

Normalize the colors, increasing the contrast.

<figure><img src="https://1533334696-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4r0AELTCYZZ7h3JlR2Hg%2Fuploads%2F2OsL9DhtVrosSMiNF2Ht%2Fblender_DesDNyGVlQ.gif?alt=media&#x26;token=3a2e3a2e-0b73-43f0-b299-b683e1ad9266" alt=""><figcaption><p>Figure 23</p></figcaption></figure>
