we are working with Vray4Maya SP1 and today I noticed, that vray is now ignoring everything besides Frequency and Color when using maya procedural noises. Meaning that vray totally ignores the Noise Type, Density, Spottyness, etc and the final texture used and rendered has absolutly nothing to do with the texture-sample shown in Maya.
When did this happen? As many many of our shaders rely on procedural nodes, fixing this would be very much appreciated.
System is a WinVista x64 with maya 2010 x64 and your latest Vray4Maya SP1.
I don’t think these attributes ever worked properly with V-Ray, simply because we have not implemented them. Since we do not know how the Maya noise is coded, we can’t really do much about that. Even if we put more work into that, the result is likely to be somewhat different that the Maya shader.
We’re working a lot with noise, too, and so far it’s the only feauture we miss since switching to vray from mray. Maybe it would be possible to get a custom vray noise node in the future? With some different noise types and parameters for the frequency, amplitude,…? That would be really nice.
We do have our own implementation of the 3ds Max Noise texture available. You can create it explicitly from Create > V-Ray > Create V-Ray texture from plugin > NoiseMaxTex. You may need to turn off the “Use 3d mapping” option so that the supplied UV placement is used instead. Type 0 is regular noise, type 1 is fractal, and type 2 is turbulence.