Ohh i didn't looked too deep into the nodes.. after seeing the missing coordinates.. and additionally to what @"Michael Knubben" said.. using a value and/or a vector and then mix using any color modification node (linear ligth, color ramp) might be a not so clever idea.. better use any Math node or Converter -> Float…
Blender use UV's as default.. so add a Texture Coordinate node and use Generated or Object as input ( Vector )on the Noise and Voronoi texture.. maybe using a Mapping node inbetween to control it..
Thanks :) I previously thought Blender used generated as default, unless a non-procedural image texture was applied. Although even with these extra nodes, the bald spot remains. Applying an offset using the mapping node does not change the location or strength of the bald spot.
A few things I'm noticing: You're going to want to use a Texture Coordinates node to be able to set your noises/textures mapping separately.I see you're inputting a vector in a Color Mix, but the output is going into the 'Scale'. You can tell by the yellow-to-grey cable that there's conversion going on, and in this case…
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…