Hello!
Recently I've been learning about geometry nodes in order to create procedural landscapes, and have come across something I can't find information about elsewhere.
When distorting a procedural image texture using procedural noise, the distortion isn't uniform across the surface. There is a spherical gradient of strength, surrounding the object's origin point - towards the centre the distortion is reduced, getting stronger towards the outside, giving a bald spot effect (I've tested changing the location of the object's origin point which confirmed this).
I suspect this hasn't been an issue for most people, because the size of the object I'm working on is quite large, and the problem is less obvious on smaller objects.
For reference, I am using Blender version 3.6
I had a look at the same type of pattern made with a material instead, and it has the same issue, though less noticeable.
Also tested setting all the texture coordinates to UV Map, this changed the location of the bald spot to the point 0,0 in the 0-1 space. However the object is mapped, the pattern becomes less distorted as it nears the 0,0 coordinate.
So I'm wondering:
What causes this effect?
Is it possible to have procedural pattern based distortion without this effect?
If so, how can it be achieved?
Thanks!
Replies
Thanks
Sorry for the late reply and thankyou very much for the advise, I'll give that a try!