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Core Concepts • WonderTexture

Seeds & Tiling

Control deterministic procedural variation with node, graph, and instance seeds, and understand how tiling modes affect texture boundaries.

// PROCEDURAL CONTEXT

Variation and Boundaries

Procedural textures usually need two kinds of control: Seeds give you deterministic random variation, while Tiling tells supported operations how to treat horizontal and vertical boundaries.

These settings appear throughout WonderTexture because they are part of the processing context rather than features of one specific generator.

SEEDS & TILING

// LOCAL VARIATION

Node Random Seed

Most texture-processing nodes include a Seed value under Base Parameters. For operations that use procedural randomness, changing this value gives you a different variation without changing the graph structure itsel.

DETERMINISTIC RANDOMNESS
Seeded procedural variation is repeatable. The same graph state and seed context produce the same result for nodes that use deterministic randomness.
// GRAPH VARIATION

Graph Seed

The current graph also has a Graph Seed under Graph Properties. At root evaluation, it establishes the graph’s initial random context, which supported procedural nodes combine with their own local seeds.

INPUTTYPEDEFAULTDESCRIPTION
Node SeedLocal0Changes the variation associated with an individual procedural operation.
Graph SeedGraph Context0Changes the random context used by supported seeded operations throughout the evaluated graph.

Changing Graph Seed invalidates the current procedural result and recalculates affected output branches.

// SEED CONTEXT

Local Seeds and Graph Seeds Work Together

A useful mental model is Graph Seed + Local Seed → Final procedural seed context. WonderTexture handles the exact combination internally, which means you can vary a whole procedural setup from the graph level without manually visiting every seeded node.

DO NOT RANDOMIZE EVERY NODE MANUALLY
If you want a coordinated new variation of an entire procedural setup, changing the graph-level seed is usually more practical than editing every local seed one by one.

Reusable Graph Instances and related procedural instances can contribute their own seed while evaluating a source graph. WonderTexture combines the parent context with the instance seed, so two instances can share the same source logic while producing controlled variations.

Conceptually: Parent Seed → Instance Seed → Nested Procedural Graph. The full reusable-graph workflow is covered under Parameters & Instancing.

SEEDS & TILING

// BOUNDARIES

Node Tiling Mode

Most texture-processing nodes also expose a Tiling setting under Base Parameters:

INPUTDESCRIPTION
No TilingBoundary ModeOptionalDoes not request horizontal or vertical wrapping from the node’s standard tiling context.
HorizontalBoundary ModeOptionalEnables horizontal boundary wrapping where supported by the operation.
VerticalBoundary ModeOptionalEnables vertical boundary wrapping where supported by the operation.
Horizontal & VerticalBoundary ModeCommon DefaultEnables wrapping in both directions where supported by the operation.

The exact visual effect depends on the node doing the processing.

Transforms, filters, generators, and other operations that look beyond the current pixel may need to know what happens at image boundaries. Tiling Mode supplies that context—for example, an operation sampling past the right edge can wrap to the left when horizontal tiling is enabled.

TILING MODE DOES NOT GUARANTEE A SEAMLESS RESULT
Horizontal & Vertical tiling does not automatically make arbitrary content seamless. The source data and graph operations still need compatible boundaries.

FX-Map Has Additional Controls

FX-Map adds its own graph-specific tiling and randomization controls. Those belong to the FX-Map generation model and are separate from the standard Tiling and Seed settings on ordinary texture-processing nodes. See Graph Types → FX-Map Graphs for the details.