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I have been trying to distribute points on a plane and make the density correspond to the the Noise Texture I am using in the Shader Editor, using the "Generated" texture coordinate output.

I found a guy explaining how to replicate the Generated vector in Geometry Node using a Map Range, (The answer of this question: Basic Noise Texture maps differently in Geometry Nodes vs Shader Editor) but it still doesn't correspond to my Noise Texture Shader, even tho both of the Noises in Shader and in Geo Node have the exact same parameters.

Actual PreviewActual PreviewShader Editor SetupShader Editor SetupGeometry Node SetupGeometryNode Setup I feel like I am missing something obvious, I hope someone can guide me through this little struggle. (I run Blender 3.2.2) blend File:

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  • $\begingroup$ There is a Texture Panel in the Properties Tab. Try to create the texture there and use that. docs.blender.org/manual/en/2.79/render/blender_render/textures/… $\endgroup$
    – FFeller
    Commented Sep 4, 2022 at 15:56
  • $\begingroup$ can u link that video where "the guy explaining...."? $\endgroup$
    – Chris
    Commented Sep 4, 2022 at 15:58
  • $\begingroup$ Chris, it's not a video, it's another post on this forum. blender.stackexchange.com/questions/262888/… In his exemple he uses Checker Texture, which works fine when I try it but it doesn't with a Noise Texture and I can't figure the reason why. $\endgroup$
    – Zushi
    Commented Sep 4, 2022 at 16:35

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"The guy" would have a working example for you here:

enter image description here

PS: Sorry, since you unfortunately didn't share your blend file, and I can't tell from the images alone what you did wrong, I can only give you a finished example.


(Blender 3.1+)

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  • $\begingroup$ I was hoping for you to come help me actually, I knew you could easily figure this out when I saw your answer on the other question. Thanks a lot !!! If I link my blend file, could you take a minute to tell me what went wrong ? Thanks a lot again Mr Quellenform :D $\endgroup$
    – Zushi
    Commented Sep 4, 2022 at 19:40
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    $\begingroup$ @Zushi You are welcome! Yes, please upload the file. $\endgroup$
    – quellenform
    Commented Sep 4, 2022 at 19:45
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    $\begingroup$ @Zushi I figured it out: You put the output Color into the Color Ramp in your shader, instead of the output Fac. thereby in Geometry Nodes something else was interpreted. $\endgroup$
    – quellenform
    Commented Sep 4, 2022 at 20:07
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    $\begingroup$ @Zushi The Noise Texture creates random values in 3D (unless set to 1D/2D), but your plane is taking just a 2D slice out of it. Since Texture Coordinate > Generated maps an object from 0 to 1 on each axis, the center of geometry is at 0.5/0.5/0.5, so the 2D slice in the material shows the XY noise at a Z = 0.5 (although your plane is infinitely flat), but in Geometry Nodes you see the XY noise at Z = 0. Which means you can either set the Mapping node in the shader to Z = -0.5 to get the same slice as in Geometry Nodes or there you set From Min to Z = 0.5 in the Map Range node. $\endgroup$ Commented Sep 5, 2022 at 11:22
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    $\begingroup$ @Gordon Brinkmann I see, I understand now the reason why I had to switch back the Z scale from 0 to 1 to make it work on a Sphere, which was my inital intention with that plane. If I had try that on a sphere instead, I would have never ask that question x) but I'm glad I did, you guys are amazing thank you ! $\endgroup$
    – Zushi
    Commented Sep 5, 2022 at 15:27

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