Author Topic: Tiling Problem - Procedural Noise Layer Based Corona Material (C4D)  (Read 1956 times)

2019-07-12, 21:04:17

Bih_B

  • Active Users
  • **
  • Posts: 7
    • View Profile
Hi everyone - this is my first post so nice to meet you all :)

I have been losing hair today because I ran into a strange issue with texture tiling or the texture NOT tiling more like.

I am quite new to Corona C4D but made nice scenes for interior concepts as well as more abstract work for my upcoming folio and got along with texturing etc. pretty well so far. Today however, I seem to have run into a bug (?) Here's how;

I have created a couple procedural noise based materials, nothing too complex, pretty much three or fewer built-in noises combined into layer shaders which I used for displacement, bump and reflection. The materials look awesome in the Corona shader ball scene and tile just fine according to scale etc.

When I bring the texture into a new scene for a quick test and apply them to a bunch of cubes and/or planes things get weird, i.e. no matter whether I use UV mapping or Cubic I cannot tile the texture via the texture tag. Whether I use 100 tiles or just 2 inside the texture tag the material will render exactly same.

If I change the Global Scale (and Delta) inside the noise shaders themselves the material will indeed render differently. This process is however very inefficient and I don't understand why tiling inside the texture tag has no effect on, well, tiling?!

I also tried different number of segments / polygon subdivisions in my geometry to see if that is relevant but there is no difference.

Is this something anyone here could help me with? I hope it's just me missing some minor setting rather than it being a bug but for now I'm stuck :(


2019-07-12, 23:29:58
Reply #1

Bih_B

  • Active Users
  • **
  • Posts: 7
    • View Profile
P.S. please also note the U / V Offset does not work in the same fashion. This seems to be a problem with just layered noise based (purely procedural) textures. Bitmaps tile and shift fine. Is this a C4D bug or a Corona issue? I couldn't find any other references to this but this is a consistent issue with my software (C4D r20).

2019-07-15, 14:57:29
Reply #2

houska

  • Former Corona Team Member
  • Active Users
  • **
  • Posts: 1512
  • Cestmir Houska
    • View Profile
Hi Bin_B and welcome to the forums!

Unfortunately, this is a C4D issue, and a quite annoying one if you ask me. The way it works is that C4D noises have their own way of specifying the mapping. You have to select the mapping method in the "Space" dropdown in the Noise shader and then you can modify its parameters using the other UI controls. Do note that one of the space options is "UV (2D)", however. In this case, the noise obeys the UVW settings of the texture tag.

Hope this helps

2019-07-15, 22:19:54
Reply #3

Bih_B

  • Active Users
  • **
  • Posts: 7
    • View Profile
Thanks for this! So I am actually not crazy :))

I took note of these options and also saw the context help entries but it is, as you say, annoying :D especially that the texture tag doesn't intuitively include and control the most relevant of the noise mapping parameters ... in c4d r30 perhaps? :))

KK by now I've gotten used to just literally approach noise materials on a shot by shot basis for still imagery, close-ups etc. there's just so much more 'hacking' to it than I thought it would be hehe