Hello,
I'm trying to work with the VRayBerconNoise texture. It took me way too long to realize what the issue was.
So, I'm using the VRayBerconNoise as a displacement map, in the pictures below, with Worley Voronoi as the noise type.
Typically when I use displacement maps I also use the same texture to drive the color component of the material.
The problem is that the VRayBerconNoise texture doesn't seem to "stick" to deformed surfaces when using mapping type XYZ. I want to use that mapping type, because it produces a result without seams. I noticed that when using the texture both as a color map and a displacement map the color didn't correspond to the displaced suface. After way too long I realized that because the surface is changed, due to displacement, the color texture will not look the same as on the non-displaced surface.
Question: is it not possible to use the VRayBerconNoise as both a color map and a displcement map and have them line up/correspond to each other?
Could we have a option to generate the color on the surface before it's displaced?
Also, of course this texture would be a million times more useful if it supported deforming surfaces. A work-around might be to bake the texture, but I'd rather not bake every time I tweak something.
Please have a look on the pictures below.
I'm trying to work with the VRayBerconNoise texture. It took me way too long to realize what the issue was.
So, I'm using the VRayBerconNoise as a displacement map, in the pictures below, with Worley Voronoi as the noise type.
Typically when I use displacement maps I also use the same texture to drive the color component of the material.
The problem is that the VRayBerconNoise texture doesn't seem to "stick" to deformed surfaces when using mapping type XYZ. I want to use that mapping type, because it produces a result without seams. I noticed that when using the texture both as a color map and a displacement map the color didn't correspond to the displaced suface. After way too long I realized that because the surface is changed, due to displacement, the color texture will not look the same as on the non-displaced surface.
Question: is it not possible to use the VRayBerconNoise as both a color map and a displcement map and have them line up/correspond to each other?
Could we have a option to generate the color on the surface before it's displaced?
Also, of course this texture would be a million times more useful if it supported deforming surfaces. A work-around might be to bake the texture, but I'd rather not bake every time I tweak something.
Please have a look on the pictures below.
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