Octane noise shader tiling in UV prpojection
Posted: Wed Nov 16, 2016 11:42 pm
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.
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.