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I do a lot of math-based procedural texturing, and have been considering switching a few of my scenes to LuxCoreRender instead of Cycles since it seems to do a better job with reducing noise from emission materials. However, I can't seem to figure out how to get the local coordinates as values to use as the starting point for my textures. In Cycles I would've just used the "texture coordinate: object" input and then plugged it into "SplitXYZ," but I'm having trouble understanding how to do that with LuxCore nodes. What should I do?

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