- Wed Dec 18, 2013 6:57 am
#375530
1) How do you change the scale of the world coordinate-based procedurals? With the 'detail' value?
2) Shouldn't the documentation specify which procedurals are 2D and which can be 3D? The documentation says "World coordinates: This method uses instead world coordinates of the scene and does not rely on any UV sets. It is the method most suited for procedural textures because the texture will map seamlessly across the object, no matter its shape or inherent UVs." This implies that all procedural textures are best mapped using 3D. But then the docs go on to describe some 2D-only textures as "procedural."
3) Shouldn't at least the checkerboard and circles have a 3D world coordinates option? I could see those textures being defined as a function of (x, y, z)
4) When procedurals are stacked, can I multiply one layer by another? (blend modes?)
5) Why is the preview in Studio so different in look and scale from the render when using world 3d coordinates?
6) The stack completely mystifies me. It seems all backwards.
Checker 0.0
Marble 90.0
Gives you 90% checker mixed with 10% marble????!?
edit:
I don't mean to come across as short. I'm just trying to get a lot of ideas down fast as I think of them.
2) Shouldn't the documentation specify which procedurals are 2D and which can be 3D? The documentation says "World coordinates: This method uses instead world coordinates of the scene and does not rely on any UV sets. It is the method most suited for procedural textures because the texture will map seamlessly across the object, no matter its shape or inherent UVs." This implies that all procedural textures are best mapped using 3D. But then the docs go on to describe some 2D-only textures as "procedural."
3) Shouldn't at least the checkerboard and circles have a 3D world coordinates option? I could see those textures being defined as a function of (x, y, z)
4) When procedurals are stacked, can I multiply one layer by another? (blend modes?)
5) Why is the preview in Studio so different in look and scale from the render when using world 3d coordinates?
6) The stack completely mystifies me. It seems all backwards.
Checker 0.0
Marble 90.0
Gives you 90% checker mixed with 10% marble????!?
edit:
I don't mean to come across as short. I'm just trying to get a lot of ideas down fast as I think of them.
Last edited by jfrancis on Wed Dec 18, 2013 8:12 pm, edited 1 time in total.


- By Mark Bell