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Author Topic: FP displacement with Corona using 3dsmax noise  (Read 1760 times)

mats_mono

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FP displacement with Corona using 3dsmax noise
« on: February 14, 2025, 03:44:50 PM »
I have tried to create a FP obejct on a displaced surface. I have used the Effects tab, and added a "Follow Displaced surface (Corona)" effect. I have added the displacement map, and linked the Min/Max values with the corresponding controllers.
However, it only works for bitmaps it seems. I use a 3dsmax Noise map for the displacement, and no matter what I try, it will not line up. I tried using WorldXYZ on the noise coordinates, as well as Local, but it makes no difference.
It does SOMETHING - it moves the scattered objects to approximately the correct height - it's just that the noise doesn't line up.

Hope there is a solution for this, since I use noise maps a lot.

Attached two renders of the underside of the displaced mesh, where you can see the objects aligning (using a bitmap) and NOT aligning (using 3dsmax noise).
« Last Edit: February 14, 2025, 03:51:21 PM by mats_mono »

Michal Karmazín

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Re: FP displacement with Corona using 3dsmax noise
« Reply #1 on: February 17, 2025, 10:21:05 AM »
Hi,

Please double-check that you're using the UV Surface mode, and for the procedural Noise map, make sure to use Explicit Map Channel 1. I've attached a sample scene (NoiseDisplacementSampleScene_ITOOSOFT.max) demonstrating this setup. I hope that helps.

Best regards,

mats_mono

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Re: FP displacement with Corona using 3dsmax noise
« Reply #2 on: February 18, 2025, 12:15:02 AM »
Alright! It works as expected when using the noise map in Explicit Map Channel mode. I assume this means that Obj/WorldXYZ does not work. It's kind of logical when you consider how FP works. (Still would be great if you managed to develop a way to scatter on displaced surfaces that did some kind of check of the displaced mesh, instead of using the map directly linked into FP.)