For example this set up, is it possible to switch the vector mapping from UV to Object but after the BSDF and Shader to RGB has been applied?
might be best to work backwards for this one. What’re you trying to achieve that led you to this solution?
dito ?? Usually someone wants to bake a procedural shader from object coordinates to UV image map… Why do you wanna use a 3D noise on UV?? And don’t use it directly on object coord??
This is just a simplified set up to what I want but basically I just want to transform the texture after the shader has been applied because I need to transform it after the light has interacted with the material.
Usually shader to RGB is used to directly change the shader computed color for example with a colorramp to make some non realistic color effects… so the question remains:
What effect do you wanna archieve by transforming any UV texture back to the object coordinates??
They are already on the surface of the object…!?
The effect I want to create is a slightly noisy distortion on the whole material (shadows included), I can achieve this by baking the texture, then in a different material using the texture with a noisy vector input, but I want to be able to do this without having to bake the texture first.
If can think of a different way to make this effect, that would be appreciated.
I don’t want a bump map, that would apply the noise all over the sphere. In the set up I want the noise would only be near the edge between colour changes on the object.
You images and you:
aren’t suggesting this.
This is impossible without baking.
Shadows, lighting and reflections are calculated during rendering AFTER the material has been compiled and you can not feed back that information into the shader.
So to do this you have to bake it, or composite the noise in afterwards which is more complicated and might not be what you want.
That’s a shame, thanks.