As the topic title says, the random options for rotation and offset don’t appear to work when using procedural maps in the “Texture” slot, including the VRayNoiseTex.
It appears that this is a known limitation with GPU, but there’s a workaround. This is from V-Ray’s help page about VRayTriplanarTex:
When using V-Ray GPU, the VRayTriplanarTex works fine for bump with bitmaps only. If other maps are incorporated in it, then you have to add a VRayColor2Bump map directly in the bump slot of the material (and pass the VRayTriplanarTex through it) to make it work properly.
That is apparently just for bump mapping.
You have the procedural set to use explicit map channel , rather than object space or world space?
Note I have not tried this. So I have no clue if it will work.
You’re half right. Explicit map channel works for the standard noise map but it doesn’t work for the VrayNoiseTex.
In fact the Triplanar blend doesn’t even seem to work with the VrayNoiseTex
Did you have VRayNoiseTex set to 2D mode (up near the top)?
EDIT:Oh, that may not be there, maybe that is only if you use VRayPluginTex and choose NosieTex… Not sure.
Wait… Could you show us your setup? I’m seriously confused by the description of the setup. Also, what’s the reason to triplanarly displace Noise when you can generate 3D mapping of it?
I had to do something similar recently. I think I used a noise map with explicit mapping channel, and then I did an UVunwrap on the object and split the object into face, and then packed those faces so they had space (Padding setting) between them in the map, and were not lined up. Then if anything stood out as bad I found that face in the UVmap and move it around UV space until it looked good.
There are definitely a number of methods.
You misunderstand. It works correctly with the standard max noise map, but not with the VRayNoiseTex. Wondering if it’s a bug.
Oh, I understand, just offering a different solution. It does sound like a bug to me.
I see. It seems to render fine in STD, which makes sense since the VRayPluginNodeTex is designed to work in STD. I guess using it within 3ds Max has some issues. For now, simply render through standalone (through the .vrscene exporter) and you should be okay.
EDIT: It seems the issue is that the VRayTriplanarTex is basically ignored when used with VRayPluginNodeTex and rendered in 3ds Max. Logged the issue (internal bug-tracker id: VMAX-13299).
VRayPluginNodeTex? I was talking about the VrayNoiseTex
VRayNoiseTex is basically a standalone node of the VRayPluginTexNode’s TexNoise mode. The issue considers it as well.
