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XavierH

Noise orientation problem

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I have a classic shader with a noise displacement texture that's oriented correctly like this:

pillarsCorrect.thumb.jpg.8465c405b4924497c4a4e4f3d765a1ed.jpg

But when I add another noise texture to the refraction roughness parameter (regardless of whether refract is enabled in the classic shader), 

nodes.thumb.jpg.03d3878a661f151b41d984a2c47c53dc.jpg

It looks like this: 

pillarsIncorrect.thumb.jpg.945b20b4c75ce292a3b96fbdf1be3f98.jpg

As if it's not taking the rest position node added in the SOP level into account. Why is this happening and how can I fix it? Is it a bug?

Here is the scene file: crystalsTests.hipnc

 

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