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Question by TheShadyColombian · Oct 26, 2019 at 01:01 AM · shadersproceduralmappingnodes

[ShaderGraph] How to map a noise node (or other procedural nodes) an ALL THREE axes (X,Y,Z)

Hello! I've recently started using shader graph, and having used blender's cycles nodes, there's a lot that I'm having trouble doing in shader graph (thought most things i've managed to figure out).

The one thing I haven't been able to figure out is how to map a procedural node, such as the procedural noise texture, onto all three axes. The node has a vector2 input which cannot be converted to other vector types (such as vector3, which is what i need). Perhaps there is some sort of vector math magic that will do what I want, or I should be using some other node, but I can't figure it out.

Here's an animated example from blender where a couple of nodes gives me the desired result. All help is appreciated!

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Answer by RadonRaph · Oct 26, 2019 at 09:16 AM

Hello @TheShadyColombian, you can make a vector 3 with the combine node and explode a vector 2 with the split node. So you can create 2 perlin noise with the same inputs and make a vector 3 out of both. Hope that help, Raph

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avatar image TheShadyColombian · Oct 26, 2019 at 11:02 PM 0
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That sort of helps, but... I can't find a Perlin noise node. Do you have a demo diagram you could show me?

avatar image RadonRaph TheShadyColombian · Oct 27, 2019 at 06:29 PM 0
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The node is called gradient nose in the procedural categorie :)

avatar image TheShadyColombian RadonRaph · Oct 27, 2019 at 06:56 PM 0
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That's good to know, but it doesn't really explain how I'm supposed to set up the nodes to produce my desired effect. I've already tried a few combinations on my own but they don't seem to work very well. Also, I don't understand why I should create two gradient noise nodes with the same inputs; they'll just produce the exact same output

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