1
$\begingroup$

Node map

I have a plane which uses a noise texture as a displacement map.

I want to put some grass on the plane as particles and match the particle density to the displacement map but I can't find a way to link/save the texture. What is the correct process for this?

$\endgroup$
  • $\begingroup$ Hello :) Is every instance of noise inherently the same and just scaled/detailed differently? I assumed it was randomized every time $\endgroup$ – Taha Attari Dec 16 '19 at 14:58
  • $\begingroup$ It's not randomized. It always uses the same formula to calculate the noise. So, every instance of the noise texture looks the same, if the scale is the same. (gotta admit, I learned all this in the past 15 minutes :). $\endgroup$ – Jachym Michal Dec 16 '19 at 15:15
  • $\begingroup$ That's great! Let me try this $\endgroup$ – Taha Attari Dec 16 '19 at 15:24
0
$\begingroup$

You can add a Mapping node, to better control the location/scale/rotation of your texture.

Noise texture always uses the same formula to calculate the noise. So every instance of the noise texture looks the same.

Add a Mapping node, so you can precisely control the output. enter image description here

| improve this answer | |
$\endgroup$
  • $\begingroup$ So the "Noise" option in the texture menu is different (it appears to similar to the White Noise texture node), there is an Original Perlin noise in the "Clouds" texture but that's got different parameters. Also it turns out hair cannot be displaced anyway (developer.blender.org/T50091) :( I think I'll just use displacements again to create grass and see if it works. Thanks for the help though! $\endgroup$ – Taha Attari Dec 16 '19 at 21:35

Your Answer

By clicking “Post Your Answer”, you agree to our terms of service, privacy policy and cookie policy

Not the answer you're looking for? Browse other questions tagged or ask your own question.