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How to scale a 3d procedural noise across mesh?

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Is there a way to scale a 3d noise across a mesh using a painted attribute? For example if I used a cell noise to make scales on a lizard and had an attribute that could scale the cells in size around the jaw or belly etc.

When I try to do it I get very strange rounding and squishing in the noise around the edges of the painted attribute where the attribute map goes from black to white.


- Mike

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hi, i'm afraid you'll always get that unwanted deformation. i was trying to achieve something similar to what are you doing and came to a conclusion there always gonna be stretching in gradients (althou can't explain why exactly is it happening).  i'd be very happy to be wrong thou! :) 

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