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Random Texture Type
Random textures consist of multiple tiles from which one is chosen at random. Random textures can also be combined with other texture types and can be animated.
Note
Random textures also support all properties of the base texture type.
The random texture type uses the identifier random and has the following properties:
| key | values | default | description |
|---|---|---|---|
rows |
integer, >0 <=100 | 1 |
Number of rows of tiles in the image |
columns |
integer, >0 <=100 | 1 |
Number of columns of tiles in the image |
randomness_source |
position, position_facing,position_axis
|
position_facing |
Inputs used for the randomness when picking a tile |
seed |
integer | none | Seed used to generate random numbers when picking which tile to use |
sub_texture |
Texture metadata | None | Metadata used for each tile as if each tile were its own texture |
per_tile_animation |
true or false
|
false |
Whether each tile contains its animation frames |
The rows and columns options specify the size of the grid of tiles. Tiles that are empty (completely transparent) are not processed and ignored when picking a tile from the grid.
The seed option can be used to force two textures to use the same or different randomness. If seed is not specified, it is left up to Fusion.
Here is an example of tuff bricks with some random variations.
{
"fusion": {
"type": "random",
"rows": 2,
"columns": 3,
"randomness_source": "position",
"seed": 5627
}
} |
|
In Minecraft, the example would look like this:
Random textures can be combined with other texture types. This is achieved through the sub_texture property.
When sub_texture metadata is specified, each tile is essentially treated as its own texture with that metadata.
Here is an example of a random texture combined with a scrolling texture:
{
"fusion": {
"type": "random",
"rows": 2,
"columns": 2,
"sub_texture": {
"type": "scrolling",
"from": "top_left",
"to": "bottom_left",
"frame_height": 16,
"frame_width": 16,
"frame_time": 10
}
}
} |
|
Random textures can also be animated. The setup is the same as for a vanilla animated texture.
Tip
A description of the vanilla animation metadata is available at the Minecraft Wiki.
Here is an example of an animated random texture:
{
"fusion": {
"type": "random",
"rows": 2,
"columns": 2
},
"animation": {
"frametime": 10
}
} |
|
With large numbers of tiles, the different frames for a tile are spread far apart. To combat this, you can use the per_tile_animation property.
When per_tile_animation is true, the different frames are instead grouped per tile.
Here is how the previous example would look with the per_tile_animation property:
{
"fusion": {
"type": "random",
"rows": 2,
"columns": 2,
"per_tile_animation": true
},
"animation": {
"frametime": 10
}
} |
|