Driving noise 'position' with Texture maps


#1

Ohey,
Working in Maya 2010, mentalray

I’m working on the siding of an old house. I’ve assigned a chipped paint material with transparency based on ‘crater noise.’ The problem is that the noise continues across the entire mesh. So, what I would like to do is drive the x, y or z ‘translate’ in the noise’s place3DTexture node to break up the noise. I’ve painted a black and white map in photoshop to drive the placement, but it’s having no effect when say, I pipe outputR to translate z.

TLDR;
Is there an extra step involved when using a painted map to drive xyz positions in a noise?

Thanks for your help, I love you all

-weecho


#2

perhaps the values are not high enough?

the noise texture is outputting values between 0-1 when you may require much higher values like 0-50 or whatever you values need to be.


#3

and if that is the case, use a set range node to remap 0-1 to 0-100 or whatever


#4

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