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The only thing I've done is plug in a noise texture, I've never seen this before. Maybe I have to clear some specific attribute from houdini? enter image description here enter image description here

enter image description here

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  • $\begingroup$ Can we see the topology of some of your imported mesh, please? $\endgroup$
    – Robin Betts
    May 20, 2023 at 16:42
  • $\begingroup$ I added a new photo of it $\endgroup$
    – joriz
    May 20, 2023 at 17:17
  • $\begingroup$ Cheers. Looks OK, doesn't it? Maybe share a representative chunk of your mesh in a .blend on blend-exchange.com . Try eliminating any Custom Normals that may exist on the mesh? : imgur.com/0N0fBaN $\endgroup$
    – Robin Betts
    May 20, 2023 at 17:43
  • $\begingroup$ <img src="https://blend-exchange.com/embedImage.png?bid=2PyRZJGb" /> $\endgroup$
    – joriz
    May 20, 2023 at 18:08
  • $\begingroup$ I basically just did some ocean spectrums into an ocean evaluate, so its kind of just a plane. $\endgroup$
    – joriz
    May 20, 2023 at 18:10

1 Answer 1

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By default, without explicit instruction, a Blender 3D-type texture is mapped in 'Generated' texture space.

Generated space measures 0-1 along all the sides of an object's bounding-box, oriented to the object's axes.

Your (Y-up) ocean is very large in Object X and Z, relative to Y. This means, at shading-time, when calculating Noise values at vertices, and making the barycentric interpolation of those values across rendered triangles, in Generated coordinates, dXZ/dU and dXZ/dV are small enough to run into the limits of floating-point resolution. The interpolation is aliased.

You can give the Noise calculation more to get its teeth into by mapping in 'Object' space instead:

enter image description here

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