# How many unique avatars are possible per avatar style? The number below is the size of the seed-driven output space for each style at its default configuration: how many distinct avatars the seed can produce while every other option is left untouched. The count mirrors what the renderer actually does: - **Variant pick per component.** Each visible component contributes one variant choice. Variants with `weight: 0` are excluded because the PRNG never picks them (unless every variant has `weight: 0`, in which case the PRNG falls back to an unweighted pick across all of them). - **Probability.** A component whose `probability` is strictly between `0` and `100` adds the "not rendered" branch as one extra outcome. A component with `probability: 0` collapses to a single (always-absent) outcome. - **Per-component transforms.** `rotate`, `scale`, and `translate` ranges in the definition are sampled with 4-decimal precision per component reference, so a `[min, max]` range contributes `round((max - min) × 10000) + 1` distinct values. - **Color palettes.** Color groups are evaluated jointly: `notEqualTo` strips the picked hex values of the referenced groups (with the renderer's "fall back to full palette when filtering empties" rule), and `contrastTo` reduces to a single, deterministic pick. - **Seed-derived initials.** When a style renders the `initial` or `initials` variable, each output letter ranges over the Unicode `\p{L}` category (about 140,000 distinct uppercased characters), and `initials` emits up to two letters per seed. User-supplied options (custom color palettes, variant allowlists, additional backgrounds, `flip`, `rotate`, `scale`, `translate`, `borderRadius`, ID randomization, …) raise the count further beyond what is reported here. If a number looks wrong, please open a [discussion](https://github.com/orgs/dicebear/discussions) on GitHub.