Hello,
maybe anyone knows what am I doing wrong.
I created some snow material for my scene and it was working pretty well, until I applied it as UV mapped. The reason I do this is that I want to paint some footsteps in Bodypaint and apply them as displacement.
When I apply the texture to object as UVMapped, the noise that I use in bump channel will be 5x bigger then in cubic projection. So I transform my noise shader down by 0,002 (originally was about 0,01). And now the snow seems to be tiling in squares.
Any ideas how can I avoid this effect, what am I doing wrong? I know I can bake the displacement texture in the object and apply snow as cubic, but I would like to be able to edit and customize my footprints "on the go".
Atttached - images of snow with tiling and my snow material in Node editor.
Octane noise shader tiling in UV prpojection
Moderators: ChrisHekman, aoktar
Octane 3.05 with Cinema 4D / Win10 / AMD 8150 FX / 1x GeForce 1070 GTX / 16 GB DDR 3
what happen without displacement? There is a limitation for usage of disp+bump together.
Octane For Cinema 4D developer / 3d generalist
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
When I remove displacement, it looks OK. Any workaround possible?aoktar wrote:what happen without displacement? There is a limitation for usage of disp+bump together.
Octane 3.05 with Cinema 4D / Win10 / AMD 8150 FX / 1x GeForce 1070 GTX / 16 GB DDR 3