View Full Version : Noise map control using UV?
Lique 03-19-2009, 09:31 AM Is there a way to control the position and tiling of a noise map using UVmap or other methods?
Currently it is not possible to animate the position of the noise map using UV. We can only animate the offset in the noise map menu.
Cheers
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Piflik
03-19-2009, 11:43 AM
Don't know why you post this in the plugins section, but anyway...
If you change the coordinates of the noise from Object XYZ to Explicit Map Channel you can use the UV Map to animate the noise.
soulburn3d
03-19-2009, 09:33 PM
And keep in mind when you do that, the scale of your noise will get all wacky, so you may need to make the noise 100 times smaller in order to have the same general size of pattern that you had when the noise was in XYZ space.
- Neil
Lique
03-22-2009, 08:38 AM
Thanks guys, I've actually noticed the Explicit Map Channel thing, but liitle did i know i have to decrease the size even more to 0.1 to see the result. Its 1 of those thing from max, if u r not a long time user, then you'll never expect it to behave like that.
Cheers again
soulburn3d
03-22-2009, 05:24 PM
Ya, it's a bit difficult to guess, although there is a mathematical reason for it.
Pretend for a second we have a noise with a size of 1. And you have an object that's 10 units in all directions (a cube). So in any direction, you now have 10 little squares worth of noise.
Now we change the noise from xyz space to uvwspace. In uvwspace, your cube goes from a value of 0 at one side of the box to a value of 1 at the other side of the box. Apply a Unwrap UVW to the object and look at your UVs, you'll see what I mean, the uvs exist inside a square that goes from 0 to 1. So now, in any direction, you only have 1 square worth of noise, not 10 like before. So perceptually, your noise has grown in size. So to ungrow your noise, you need to reduce it's size to 0.1, which is 1 divided by 10.
The reason I suggested 100 times smaller is because if you open a freshy max scene, and make a cube that's about the full size of your default perspective viewport, the cube will probably be approx 100 units in any direction. So a lot of max scenes, if you aren't an architecture person, are built generally to this scale, and so you need to make your noise a size of 0.01 times your original noise to get it to appear at about the same size when using uvs instead of world space.
Hopefully that makes sense and isn't too nerdy :)
- Neil
Lique
03-23-2009, 07:15 PM
Thanks for the explanation soulburn, i've to read it couple of times to fully understand it :) but i think sort of know what it means now. Thanks
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