Noise with no vector input inconsistent between shader and geo nodes #112249

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opened 2023-09-11 19:00:40 +02:00 by Gurra · 4 comments

Not really a bug, but a inconsisity that have been bothering me for a while (and I have understood that Blender do not like stuff being inconsequent).
When using Noise in geometry nodes with nothing in the Vector input the coordinate will be object based, but when using Noise in the shader editor with nothing in the Vector input it will be based on Generated coordinates. Personally almost always want it set to Object because it feels more natural with no stretching if the object happened to be long/tall/wide or whatever, but also because it feels more "stable".
It have happened to me multiple times before that I created something with any texture node and later when adding stuff and realizing that the texture on the object all of a sudden look a lot differently because of this. Or even if you create a long box and slap a noise onto it it will look stretched where some people maybe will try to compensate it using a Texture Mapping node changing the scale etc. So both for me and probably many others and especially beginners I think it would be better and more intuitive and more consistent to have texture nodes in the shader editor to be defaulted to Object space instead of Generated. And seeing that 4.0 is a breaking release I thought that this might be a perfect opportunity to "fix" this :)

noise coordinates2.jpg

Not really a bug, but a inconsisity that have been bothering me for a while (and I have understood that Blender do not like stuff being inconsequent). When using Noise in geometry nodes with nothing in the Vector input the coordinate will be object based, but when using Noise in the shader editor with nothing in the Vector input it will be based on Generated coordinates. Personally almost always want it set to Object because it feels more natural with no stretching if the object happened to be long/tall/wide or whatever, but also because it feels more "stable". It have happened to me multiple times before that I created something with any texture node and later when adding stuff and realizing that the texture on the object all of a sudden look a lot differently because of this. Or even if you create a long box and slap a noise onto it it will look stretched where some people maybe will try to compensate it using a Texture Mapping node changing the scale etc. So both for me and probably many others and especially beginners I think it would be better and more intuitive and more consistent to have texture nodes in the shader editor to be defaulted to Object space instead of Generated. And seeing that 4.0 is a breaking release I thought that this might be a perfect opportunity to "fix" this :) ![noise coordinates2.jpg](/attachments/4be2deee-c284-4966-92fd-11075c8908a7)
Gurra added the
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labels 2023-09-11 19:00:40 +02:00
Member

For some reason I can't get color attribute to render in cycles atm... but can confirm that whether to connect object coordinate will affect the size of noise texture in shader nodes.

For some reason I can't get color attribute to render in cycles atm... but can confirm that whether to connect object coordinate will affect the size of noise texture in shader nodes.

This is not EEVEE exclusive. The defaults works the same way in Cycles.

This is not EEVEE exclusive. The defaults works the same way in Cycles.

Geometry nodes always use relative object space.
Shader nodes use a local UV texture 3d space, a global position, or a relative position in object space (geometry node default, or Object Position in shaders). The default inputs is different because it has different uses. This is not a bug.
To get around this behavior, simply use the same coordinate type in both node systems.

Geometry nodes always use relative object space. Shader nodes use a local UV texture 3d space, a global position, or a relative position in object space (geometry node default, or Object Position in shaders). The default inputs is different because it has different uses. This is not a bug. To get around this behavior, simply use the same coordinate type in both node systems.
Blender Bot added
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and removed
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labels 2023-09-12 13:38:26 +02:00
Author

I know this is not a bug per se, but you (Pablo especially) have been very clear in the past about Blenders feeling about inconsistencies and this is clearly one, and for me the use of noise in both shader and geometry is almost always the same, hence the bug report.

I know this is not a bug per se, but you (Pablo especially) have been very clear in the past about Blenders feeling about inconsistencies and this is clearly one, and for me the use of noise in both shader and geometry is almost always the same, hence the bug report.
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Reference: blender/blender#112249
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