User Information:

Cinema 4D Version: 14,15,16

Platform: Windows ;

Language(s) : C++ ;

---------

Hi,

I need to return a Noise function **as vector** , and not as the default float. The reason is that I am using noise to deform an object, and I need it to affect the x, y and z axes.

What I am currently using is this:

```
Real rX = myC4dnoise->Noise(NOISE_NOISE, FALSE, padr[i], 0, 5 FALSE, 0, 0, 0);
```

where padr are the point positions of the object.

I can of course use a combination of different results to form a vector, but this does not result in the correct noise deformation.

What I am trying to achieve is similar to a Displace Modifier that has a noise shader applied.

So the question is how to return a noise function as a vector that has the correct x, y and z components representing the noise values in each dimension.

Any help is greatly appreciated.

]]>User Information:

Cinema 4D Version: 14,15,16

Platform: Windows ;

Language(s) : C++ ;

---------

Hi,

I need to return a Noise function **as vector** , and not as the default float. The reason is that I am using noise to deform an object, and I need it to affect the x, y and z axes.

What I am currently using is this:

```
Real rX = myC4dnoise->Noise(NOISE_NOISE, FALSE, padr[i], 0, 5 FALSE, 0, 0, 0);
```

where padr are the point positions of the object.

I can of course use a combination of different results to form a vector, but this does not result in the correct noise deformation.

What I am trying to achieve is similar to a Displace Modifier that has a noise shader applied.

So the question is how to return a noise function as a vector that has the correct x, y and z components representing the noise values in each dimension.

Any help is greatly appreciated.

]]>Answering my own question. The noise result should be used on the point normals, and not positions as I was previously doing.

]]>