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displacing/translating texture homogeneously using noise

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Message 1 of 5
Anonymous
203 Views, 4 Replies

displacing/translating texture homogeneously using noise

Hi There !

 

i'm trying to displace a texture using a noise shader linked to the translate pin of the uv_transform node (+ a vector_map node to re-range noise value from 0/1 to -1/1 in order to center the displacement)

however i'm running into a problem, the displacement noise is mapped on a diagonal from -1 = [-x,-y] to 1 = [x,y], meaning the displacement is mapped on a diagonal. 

I joined screenshots to clarify.

Is there any way to have the 2D noise in a way that the displacement is homogeneously mapped in every directions ?

 

4 REPLIES 4
Message 2 of 5
peter_horvath
in reply to: Anonymous

You offset both, the U and V coordinate with the same value, hence it looks diagonal. Maybe try another noise shader with a different seed on the V coordinate.


// Peter Horvath
// C4DtoA developer
Message 3 of 5
Anonymous
in reply to: Anonymous

Hi Peter, thanks for your answer, I understand the logic however I didn't find a way to connect 2 noise shader separately to the x and y of the translate pin of the uv_transform node, there is only one entry provided for the whole translate operation. I may have to "aggregate" them before ?

Message 4 of 5
peter_horvath
in reply to: Anonymous

Use a float_to_rgb shader, connect the two noise shaders to the R and G channels.


// Peter Horvath
// C4DtoA developer
Message 5 of 5
Anonymous
in reply to: Anonymous

ooh ! I forgot the use of RGB coordinates as XYZ ! thanks a lot ! 

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