Texture with Maxon noise (Displacement/Color Problem)
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Hello all
Currently I play around with some texture in connection with Maxon noises. My goal was to make the lower part red and the higher part blue and use only a texture to displace the geometry. I used the texture on a simple plane to get to this result. The problem is now that there are at some parts problems with the color (red is also on the high parts sometimes - example highlighted yellow). Is there any solution for this. I tried to fix it but didnt found any solution.
Image of render with example mark of the problem:
C4D file if you want to check something:
Texture_Test.c4dThanks and I wish you a nice day.
Best regards^^
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Hi sticky motion,
Noise, in this case, is a 3D noise, like a cloud. The information is used to create the displacement first. Then, the noise is used to define the color. Since the surface has moved, the color will be defined from that state.
I used a little trick to scale the noise in Y, making the Y changes minor. Which also limits it to flat objects.
CV4_2024_drs_23_RSnd_01.c4dThe other file just ignores the problem, paints everything blue, and uses a second, not displaced, plane to tint it red. The Range for the Displacement Node is set to -0.1 to 1 to have not blue and red sitting on the same base. This allows the blue to go below or above the red.
The 100% contrast leads to more problems, as it would require setting two points in the same x and z position while the y differs, which displacement cannot do with black-and-white information. It is either low or high, which leads to a few problems.
So the contrast must be reduced to allow for some "transition". This transition must agree with the Displacement "resolution", or in RS terms, Tessellation.
CV4_2024_drs_23_RSnd_11.c4dThose displacements with a strong contrast have limitations. YOu will see the black spots at only point.
There are more options, e.g., baking the noise.
All the best
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One part of my major project for bachelor is about procedural textures and their limits. The first solutuion fits perfect to my case and you also gave me some other useful informations to this topic. So thanks a lot for all the solutions, informations and the fast reply.
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You're very welcome, sticky, motions.
For this to work, a 2D noise shader would be the way to go, or an option to cache and prioritize the workflow steps. The chosen way currently available makes the most sense, but not when you like to have it both ways without setting priorities (theoretical)
Besides, there is XYZ Displacement, but to have that procedural is an entirely different topic.
Yes, shader vs. Texture is a classic theme, and knowing each strength and weakness is a great base.
One way would be to go with your high segment settings and use Vertex Max to store the values, but that was not the question. Redshift works better with its own tesselation.
I remember the apple-example and noise from an Electric Image handbook (late '90s), which is as useful as it was back then. Here is the newest discussion about it:
https://www.youtube.com/live/G1QAN4Ewe_Y?si=1HlrqBaheunV8Ipq
Check out also part two.I'm sure you have moved through many Siggraph (ACM) papers from many decades.
Please check also with the Support, so you have more sources for your work.
My best wishes for your thesis paper.
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P.S. An alternative, with a Shader.
CV4_2024_drs_23_RSnd_21.c4d
The critical question is whether the Shader introduces the limitation or the set-in-place pipeline. Many shaders are just formulas with no limits of precision, going by uses that allow for use in conventional resolutions and visuals.
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Thanks again this informtations help me a lot. You are the best!
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You're very welcome, sticky motion.
Let me know if there is anything else; I'll look into it.
Please keep an eye on this link to stay up-to-date
https://trello.com/b/QASr74yB/redshiftSorry for the delay; I had a week off and played the catching-up game…
All the best