noise modifier broken in max 2013? (sp1/pu6)

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Old 02 February 2013   #1
noise modifier broken in max 2013? (sp1/pu6)

can anyone confirm this?
see attached image.

edit: sp2 actually..
Attached Images
File Type: jpg noise_broken.jpg (85.9 KB, 44 views)
 
Old 02 February 2013   #2
I can't replicate this problem, works fine for me. Bizarre issue, though... like it has symmetry?
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Old 02 February 2013   #3
Just fine here:

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Old 02 February 2013   #4
Try resetting the XForm of the original object, see if it has some weird scale values.
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Old 02 February 2013   #5
ok - this is getting stranger
tried two machines, same result, empty scene - sphere - settings from the screenshot above.
latest service packs, pu etc.
???

ok attached a simple sphere with noise - can someone try to open it and tell me if it looks like my screenshot? thanks.

btw: only the X and Y are mirrored, Z is fine
Attached Files
File Type: zip wth_noise.zip (20.3 KB, 3 views)

Last edited by damjan : 02 February 2013 at 08:13 PM.
 
Old 02 February 2013   #6
what is so strange on that deformed sphere ?

You have noise on X/Y , z=0
The noise scale is down to 22 from 100, this always caused the noise to be more prominent while larger values produce smoothed out noise. It's stated in the docs exactly this way

So again: what is so confusing on the result ?

Edit: just tested the same in Max 2010 , almost equal result ...
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Last edited by spacefrog : 02 February 2013 at 08:26 PM.
 
Old 02 February 2013   #7
Quote: So again: what is so confusing on the result ?


how about this:
Attached Images
File Type: jpg noise_broken2.jpg (91.6 KB, 20 views)
 
Old 02 February 2013   #8
Originally Posted by damjan: how about this:



Again: what to you expect, why is this confusing ?

as i posted above, Max 2010 behaves the same , the problem is your object to noise scale ratio
But wether this is a problem or not depends only on the result you want to achieve

Seems the noise function is symmetric somehow on the zero point, if the symetry is a problem, simply place the noise center outside of the object ...
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Old 02 February 2013   #9
For clarity, I can reproduce your problem. I didn't think it was a problem before because I typically don't use the same values for XYZ strength. As stated, this is typical behavior. Imagine a 3D field with offsets, if you're offsetting X & Y or Y & Z with the same values, they will produce symmetry because X and Y offsets are the same.
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Old 02 February 2013   #10
got it!

The problem or conflict is with your system unit scale, Since you're working with Meters
try the parameters show below. this is actually your scene.
or change your system Unit Setup to centimeters.




Hope it helps

Cheers!
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Old 02 February 2013   #11
@Hooch - unfortunately it doesn't change anything, just makes it invisible to the eye.

@Charkins and spacefrog - i would accept this as "expected behavior" if it wasn't for the fact that it works fine with X+Z, but symmetry occurs with X+Y and Y+Z..

..then again, i am really bad at matrix math.. so maybe this is expected behavior if you know the inner workings..
 
Old 02 February 2013   #12
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