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[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!
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
That sort of helps, but... I can't find a Perlin noise node. Do you have a demo diagram you could show me?
The node is called gradient nose in the procedural categorie :)
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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