Using Noises in World Space
Posted: Wed Oct 17, 2012 10:44 am
Hey there,
after using V-Ray for C4D for about 3 years now I want to give Indigo another try. I already used it way back in 2006, so it has been a while, so please excuse me if I ask some stupid questions.
From V-Ray I'm used that nearly all C4D shaders are natively supported. So, if I use a noise shader in world space and apply it to a infinite plane (for indigo lets say a reaaaaaaaaly big plane) I don't get any pattern repetition across the surface (as its supposed to be). When rendering with Indigo I get these patterns, as I think noise is baked using the texture tag and the values specified there. So if I map the noise with cubic mapping and a size of 100x100x100cm I only get a unique pattern for 100x100x100cm. This would be correct behaviour for texture space I think. Also if I resize the mapping to 200x200x200cm the noise also is scaled up. When working in world space this shouldn't happen. The noise size in world space should only be specified by the global scale in the noise settings.
Is there ANY possibilty at all to prevent this behaviour and get random noise across the whole surface in Indigo with C4D shaders?
I think a workaround for this behaviour would be really benefitial and essential for creating advanced shaders in C4D.
Kind regards
Christian
after using V-Ray for C4D for about 3 years now I want to give Indigo another try. I already used it way back in 2006, so it has been a while, so please excuse me if I ask some stupid questions.
From V-Ray I'm used that nearly all C4D shaders are natively supported. So, if I use a noise shader in world space and apply it to a infinite plane (for indigo lets say a reaaaaaaaaly big plane) I don't get any pattern repetition across the surface (as its supposed to be). When rendering with Indigo I get these patterns, as I think noise is baked using the texture tag and the values specified there. So if I map the noise with cubic mapping and a size of 100x100x100cm I only get a unique pattern for 100x100x100cm. This would be correct behaviour for texture space I think. Also if I resize the mapping to 200x200x200cm the noise also is scaled up. When working in world space this shouldn't happen. The noise size in world space should only be specified by the global scale in the noise settings.
Is there ANY possibilty at all to prevent this behaviour and get random noise across the whole surface in Indigo with C4D shaders?
I think a workaround for this behaviour would be really benefitial and essential for creating advanced shaders in C4D.
Kind regards
Christian