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    <title>topic 3ds Max Procedurals Physical Material Displacement Issues in 3ds Max Shading, Lighting and Rendering Forum</title>
    <link>https://forums.autodesk.com/t5/3ds-max-shading-lighting-and/3ds-max-procedurals-physical-material-displacement-issues/m-p/10929538#M2257</link>
    <description>&lt;P&gt;How do I get Arnold to render a displacement using the Physical Material with a native 3ds Max procedural map, such as Cellular or Smoke, placed into the Physical Material's Displacement node?&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;&lt;span class="lia-inline-image-display-wrapper lia-image-align-inline" image-alt="polygrinder_0-1644005398413.png" style="width: 600px;"&gt;&lt;img src="https://forums.autodesk.com/t5/image/serverpage/image-id/1020936i834737077D409D0D/image-size/medium?v=v2&amp;amp;px=400" role="button" title="polygrinder_0-1644005398413.png" alt="polygrinder_0-1644005398413.png" /&gt;&lt;/span&gt;&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;</description>
    <pubDate>Fri, 04 Feb 2022 20:10:25 GMT</pubDate>
    <dc:creator>polygrinder</dc:creator>
    <dc:date>2022-02-04T20:10:25Z</dc:date>
    <item>
      <title>3ds Max Procedurals Physical Material Displacement Issues</title>
      <link>https://forums.autodesk.com/t5/3ds-max-shading-lighting-and/3ds-max-procedurals-physical-material-displacement-issues/m-p/10929538#M2257</link>
      <description>&lt;P&gt;How do I get Arnold to render a displacement using the Physical Material with a native 3ds Max procedural map, such as Cellular or Smoke, placed into the Physical Material's Displacement node?&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;&lt;span class="lia-inline-image-display-wrapper lia-image-align-inline" image-alt="polygrinder_0-1644005398413.png" style="width: 600px;"&gt;&lt;img src="https://forums.autodesk.com/t5/image/serverpage/image-id/1020936i834737077D409D0D/image-size/medium?v=v2&amp;amp;px=400" role="button" title="polygrinder_0-1644005398413.png" alt="polygrinder_0-1644005398413.png" /&gt;&lt;/span&gt;&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;</description>
      <pubDate>Fri, 04 Feb 2022 20:10:25 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/3ds-max-shading-lighting-and/3ds-max-procedurals-physical-material-displacement-issues/m-p/10929538#M2257</guid>
      <dc:creator>polygrinder</dc:creator>
      <dc:date>2022-02-04T20:10:25Z</dc:date>
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    <item>
      <title>Re: 3ds Max Procedurals Physical Material Displacement Issues</title>
      <link>https://forums.autodesk.com/t5/3ds-max-shading-lighting-and/3ds-max-procedurals-physical-material-displacement-issues/m-p/10929673#M2258</link>
      <description>&lt;P&gt;You need to change the Source from Object to World xyz&lt;/P&gt;&lt;P&gt;&lt;span class="lia-inline-image-display-wrapper lia-image-align-inline" image-alt="CiroCardoso3v_0-1644010322303.png" style="width: 600px;"&gt;&lt;img src="https://forums.autodesk.com/t5/image/serverpage/image-id/1020965i9FAF9551BB6CC8B4/image-size/medium?v=v2&amp;amp;px=400" role="button" title="CiroCardoso3v_0-1644010322303.png" alt="CiroCardoso3v_0-1644010322303.png" /&gt;&lt;/span&gt;&lt;/P&gt;&lt;P&gt;I would recommend you having a look at the OSL Noises in particular the Uber Noise. You have a lot to explore there. Arnold also has some noise maps. Thanks to Mads for this tip&lt;/P&gt;</description>
      <pubDate>Fri, 04 Feb 2022 21:35:07 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/3ds-max-shading-lighting-and/3ds-max-procedurals-physical-material-displacement-issues/m-p/10929673#M2258</guid>
      <dc:creator>CiroCardoso3v</dc:creator>
      <dc:date>2022-02-04T21:35:07Z</dc:date>
    </item>
    <item>
      <title>Re: 3ds Max Procedurals Physical Material Displacement Issues</title>
      <link>https://forums.autodesk.com/t5/3ds-max-shading-lighting-and/3ds-max-procedurals-physical-material-displacement-issues/m-p/10929712#M2259</link>
      <description>&lt;P&gt;Thank you so much for the response. Yes, indeed using World Coordinates does work. But then it introduces a whole other issue which is the procedural is locked into 3D World space so if the object moves it swims though the procedural. But your suggestion does give me the final answer. If I lock the procedural to the objects vertices by adding a UVW Map: XYZ to UVW and change the Procedural setting to Explicit Map Channel does the trick. Not sure why Object XYZ doesn't work.&amp;nbsp;&lt;/P&gt;&lt;P&gt;Yes, I am aware of the OSL and Arnold procedurals and thanks for the suggestion. In my book they are not friendly to the user. Very over complicated. Programmers designing for programmers and not artists. Just my opinion. From that stand point, by far the superior Noise would be Bercon noise. I wish someone would write an OSL Noise based off of the flexibility of the Bercon noise.&lt;/P&gt;&lt;P&gt;Now if I could only figure out why "Smoke": won't work as a bump.&lt;/P&gt;&lt;P&gt;Thank you so much again for the feedback.&lt;/P&gt;&lt;P&gt;&lt;span class="lia-inline-image-display-wrapper lia-image-align-inline" image-alt="polygrinder_0-1644012934448.png" style="width: 600px;"&gt;&lt;img src="https://forums.autodesk.com/t5/image/serverpage/image-id/1020971iC1796BEDE786A863/image-size/medium?v=v2&amp;amp;px=400" role="button" title="polygrinder_0-1644012934448.png" alt="polygrinder_0-1644012934448.png" /&gt;&lt;/span&gt;&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;&lt;span class="lia-inline-image-display-wrapper lia-image-align-inline" image-alt="polygrinder_0-1644012738284.png" style="width: 600px;"&gt;&lt;img src="https://forums.autodesk.com/t5/image/serverpage/image-id/1020968i50F2E7E4ACAA0D72/image-size/medium?v=v2&amp;amp;px=400" role="button" title="polygrinder_0-1644012738284.png" alt="polygrinder_0-1644012738284.png" /&gt;&lt;/span&gt;&lt;/P&gt;&lt;P&gt;&lt;span class="lia-inline-image-display-wrapper lia-image-align-inline" image-alt="polygrinder_2-1644012770457.png" style="width: 600px;"&gt;&lt;img src="https://forums.autodesk.com/t5/image/serverpage/image-id/1020970iC1BF10D531DEDD50/image-size/medium?v=v2&amp;amp;px=400" role="button" title="polygrinder_2-1644012770457.png" alt="polygrinder_2-1644012770457.png" /&gt;&lt;/span&gt;&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;</description>
      <pubDate>Fri, 04 Feb 2022 22:15:38 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/3ds-max-shading-lighting-and/3ds-max-procedurals-physical-material-displacement-issues/m-p/10929712#M2259</guid>
      <dc:creator>polygrinder</dc:creator>
      <dc:date>2022-02-04T22:15:38Z</dc:date>
    </item>
    <item>
      <title>Re: 3ds Max Procedurals Physical Material Displacement Issues</title>
      <link>https://forums.autodesk.com/t5/3ds-max-shading-lighting-and/3ds-max-procedurals-physical-material-displacement-issues/m-p/10941381#M2260</link>
      <description>&lt;P&gt;Yes that would be another solution, to use a UVW map to lock the noise. I personally stopped using Bercon Noise after find the OSL Uber Noise&amp;nbsp;&lt;/P&gt;&lt;P&gt;&lt;A href="https://www.stateofartacademy.com/3ds-max-2021-osl-uber-noise/" target="_blank"&gt;https://www.stateofartacademy.com/3ds-max-2021-osl-uber-noise/&lt;/A&gt;&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;Saying this because the more legacy nodes you introduce with Arnold the less flexibility you will get. For example, if you want to export the model as an ASS file, you can't, because it is a legacy node that isn't supported. I agree that the Arnold noise nodes aren't the most friendly and to be honest I rarely use it, but I love the OSL Uber Noise.&lt;/P&gt;</description>
      <pubDate>Thu, 10 Feb 2022 08:49:11 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/3ds-max-shading-lighting-and/3ds-max-procedurals-physical-material-displacement-issues/m-p/10941381#M2260</guid>
      <dc:creator>CiroCardoso3v</dc:creator>
      <dc:date>2022-02-10T08:49:11Z</dc:date>
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