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Octane noise shader tiling in UV prpojection

Posted: Wed Nov 16, 2016 11:42 pm
by ubicz
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.
snow in action
snow in action
snow material
snow material

Re: Octane noise shader tiling in UV prpojection

Posted: Wed Nov 16, 2016 11:49 pm
by aoktar
what happen without displacement? There is a limitation for usage of disp+bump together.

Re: Octane noise shader tiling in UV prpojection

Posted: Fri Nov 18, 2016 6:34 pm
by ubicz
aoktar wrote:what happen without displacement? There is a limitation for usage of disp+bump together.
When I remove displacement, it looks OK. Any workaround possible?