Hello,
I cant figure out how to mix this 2 elements.
Lets say I have an imported .obj (a tree). For the trunk surface I would like to mix :
1) A diffuse bitmap texture, using included UVs coordonate from the .obj
2) A procedural noise, but this time using what I called "world coordonate". (so no uv coordonate, more a volume space one)
The goal is to have some color variation/modulation when I scatter this single tree using a populator node.
For the moment I can mix the diffuse texture with a color function in my default shader , but they are booth using uv of course ... so when I scatter the tree, they all have the same texture pattern.
Listening any idea / suggestion !
Place a transform shader in the color function for your diffuse shader. Be sure you check worldspace on the transform shader. Add a power fractal shader to the shader input of the transform shader. Adjust scale and whatever else to achieve the desired result.
Thank you so much yossam !!!
I forgot to mention that you will probably have to turn your diffuse shader to one or above to get the color you desire. Sorry for not remembering that when I replied. Getting old......................
Yes I figure that out, the hard way :)