yoshi95 Posted February 6, 2011 Share Posted February 6, 2011 hi, i have a material that has a noise texture with coordinate system set to world space. this material is applied to 2 spheres at different location. my understanding is that the 2 spheres should have different noise, because the spheres are located at different location of the same 3d noise cloud texture? yet the noise map looks the same. what i m trying to do is apply the noise to an object that has many sphere elements, but right now each looks the same. heres a pic of what i m talking about: any help to clear my confusion would be great, thanks in advance Link to comment Share on other sites More sharing options...
Nachi Posted February 7, 2011 Share Posted February 7, 2011 Hey Yoshi, From my best understanding, the noise map is a procedual cloud map as you say. Only thing, it is identical and fractal in 3d space. meaning.. say.. any 2 squares in the map will look identical no matter where they are postioned in the map, since the map looks the same all over. Hope this clarifies it for ya.. Link to comment Share on other sites More sharing options...
yoshi95 Posted February 7, 2011 Author Share Posted February 7, 2011 So just to make sure i am getting what you are saying, if i take a plane and slice the noise, are you saying the slice will look the same no matter how or where i cut the noise? and theres no way for my objects to 'walk through' the noise to get a different noise based on position in world coords, other than applied a different noise map, change phase, for each object? i guess if this is the case then mix/multi submap would be great, too bad it only works with mental ray Link to comment Share on other sites More sharing options...
Nachi Posted February 7, 2011 Share Posted February 7, 2011 Yep, I assume that's right. i dont know about the cut though, it might be different. so let's make an adjustment to what i said.. almost identical ... Link to comment Share on other sites More sharing options...
Tommy L Posted February 8, 2011 Share Posted February 8, 2011 A quick cheat would be to uvw map everything identical sphericaly mapped, then use a random rotate on all the objects. Link to comment Share on other sites More sharing options...
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