Procedural noise tiling (not looping)


#1

Hi!

Is there a way to tile procedural noise in Cinema on a plane (i’m using a displace modifier)?

Imagine an animation flying over a wavy sea that should be looping (repeating). I.o.w the the first row of polygons on the plane should be basically the same as the last row on the plane.

The only way i thought of so far, is to pre render a noise map and make it tilable in a paint program and then use the displace modifier with the resulting image. That is of course doable, but maybe there’s another simpler way to do it directly within cinema?

/Mats


#2

if you use uv space (or calculated texture space), it should automatically tile if your texture tag is set to tile and seamless. in texture space UV coordinates (or a generated uv from the space values) are used as the coordinate for the noise sample.


#3

Maybe i missed something. But i tried Tile + Seamless in the texture tag and experimented with the Tiles U/V and Repetitions U/V settings, but no go. Also tested different Projection settings (UVW mapping, Flat…). But it seems as if you use procedural noise as textures, it will not tile.

It sometimes looks like it works in the editor view, but when you render, it doesn’t.

Thanks anyway.

/Mats


#4

C4D native procedural noises are seamless, no need to tick the seamless box in the tag. They might appear not to tile seamlessly in the editor view but they will rendered.
Do you have a file to illustrate your problem?


#5

Thanks for your reply. It’s hard to explain what i’m trying to do, but i solved it. I want seamless tiling of noise texture as i want a looping animation as i move the camera over the mesh. Iow when the camera comes to the mesh edge the animation will start over seamlessly.

I solved it with the Symmetry object. I put a subdivided plane with a displace deformer in the symmetry object which then mirrored it. So then i can tile it myself by placing a copy of the first symmetry object next to the original.

Thanks for the suggestions anyway!

/Mats