On 07/03/2015 at 14:52, xxxxxxxx wrote:
Cinema 4D Version: 14,15,16
Platform: Windows ;
Language(s) : C++ ;
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.
On 07/03/2015 at 22:56, xxxxxxxx wrote:
Answering my own question. The noise result should be used on the point normals, and not positions as I was previously doing.