> For the complete documentation index, see [llms.txt](https://sylvl.gitbook.io/untitled/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://sylvl.gitbook.io/untitled/guide/variance-features.md).

# Variance Features

{% hint style="warning" %}
Disable the Grid Snapping before using the variance features as they will induce errors in the random seed of the features ! \
\
(For example, Color Offset won't work properly unless the objects are moved in diagonal of each other.)
{% endhint %}

The variance features are a set of options designed to help break monotony and give illsuion of better diversity in the textures.&#x20;

They work by randomising some parameters for each mesh it's applied on.

![](/files/EBLwIITCECNILADL4oWn)

### Random UV Translate Position

*Randomises the UV Offset for each actor it's applied on.*

![](/files/jo0gBvniGPBfW2Oslzts)

### Random World Position Offset Multiplier

*Multiplies the WPO of the mesh with a random value clamped between the Min and Max input values. Available only if WPO is toggled in the Global Settings !*

![](/files/wDidLCzzhsl3jOv6Bq7j)

### Normal Random Flatness

*Applies a flatness offset of a value randomly picked between the min and max values.*

*Appears only if a normalmap is used !*

![Normal-only View](/files/wnmqzYenMI5tqoeFI19D)

### Random Base Color Offset

*Aplies a random offset on the Base Color.*

* Color Offset RGB/Uniform Mode

*If unchecked, will use the Uniform Mode. If checked, will use the RGB Mode (see below)*

![Uniform Mode : The Offset will go towards a single color.
From 0 (no offset) to 1 (full color replacement)](/files/FupylzSfj3KZ5vljZNNE) ![RGB Mode : Each RGB channel uses a random value from 0 to 1 instead of just offseting to a single color.](/files/TGrsZuhezVC6sKoMElrJ)

It's possble to reduce the opacity of the color replacement with the Color Offset Opacity value (by capping it at 0.3 for example, which will chosse a value between 0 and 0.3.)

* Tint

*If ticked, will tint the base color instead of repalcing it.*

* Random Desaturation/Luminosity Offset

Randomises the Desaturation and Luminosity of the Base Color Map.

![Desaturation between 0 and 1.](/files/YUtvIhihIx44najqPwtZ)

Desaturation will be chosen between the Min and Max values.

Luminosity will be increased with offsets, so 1 is standard and 2 means 2x brighter, 0 means 2x darker, etc.

![Luminosity Offset between -3 and 10](/files/gV40vOuKrtvx8Ukx66vc)

### Random Metal/Rough Offset

Applies an offset consisting of a random value picked between the input value and its negative. So a value of 1 would offset the map by a value between 1 or -1.

An opacity setting is also available.

![Roughness view, with a value of 1.](/files/EFmmZqus4iN57yHe3eY5)

### Variance Color/Grayscale Mask

Allows the use of a mask to only apply color and grayscale offsets to a part of the Color/Metal/Rough maps.


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