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Rendering with Arnold in 3ds Max using the MaxtoA plug-in.
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World space coordinate inside a procedural

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hollierthomas
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World space coordinate inside a procedural

Is it possible to refer to the world space root coordinate system inside a procedural? I have a ton a buildings laid out in a city which are each copies from a small set of procedurals. I would like to introduce some blotchy variation across the whole city by applying world space noise to the whole thing.

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madsd
in reply to: hollierthomas

Sure.
Initiate the Noise P slot with a state vector P

ww.png

Message 3 of 3

Thanks!

Using maya, I also found out that the matrix output by the place3dTexture node stays locked to the scene's world origin rather than the procedural's transform node.

So, two ways to achieve this.

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