uvwrandomizer with vray noise?

would it be possible ot use uvwrandomizer with vray noise so i can add distortion to many panes of glass (like on a building)? so far my tests don’t seem to work. for example i plugged the uvwrandomizer into phase on the vray noise and did by element. i mean, i know i can use a vray bitmap with the mapping source. otherwise i was just guessing. thanks

I think for that to work the Noise node would need to have a custom mapping option. You can always bake the noise map and import it into a VRayBitmap.

what type of file would be good for this? 16bit jpg, png, or tiff? or would exr be best. reason i ask is b/c i’ve done that a few times but i always get “steps” in the bump map. i’ve made noise maps in photoshop 2k x 2k. it’s sometimes very subtle gradient. so white to grey to black would have many steps in between. what i have not tried is a tint with it. and would srgb be ok would i have to go to argb or something?
thanks

here’s a 32bit tiff with no compression. map size is 4096x2048. pane of glass is 7ftt x 4ft realworld map size is 4ft wide by 8ft tall. vraybitmap is set to “auto”. inverse gamma with value of 1.0 is the same.

I think the fringing should be solved through the filtering/interpolation options in the VRayBitmap, rather than from the image format.

If you have Berconnoise it has an option for variance on an element basis afaik.

i must be doing something wrong. any of the bitmaps i make while changing filtering settings and such, ends up with a very blurry pane of glass. maybe i need more contrast in the noise map?

Not sure. Maybe attach the scene so we can take a look. Or… follow @Vizioen 's suggestion and use BerconNoise instead.