Hybrid Shader Space:
In procedural textures inside max (say Cellular), we have
'Object XYZ" and "World XYZ" as spaces for our procedurals to exist in.
The disadvantage of Object XYZ is if you have two objects that
are copies of each other, and you apply the cellular pattern, they will
both have the identical pattern, since the origin of the pattern is at
the center of the object.
- "World XYZ" has its origin at 0,0,0 worldspace, and if you
tarnsform your object, the object's pattern will "swim" through the
object (since its locked to the world)
- "Object XYZ" has its origin at the object's origin, and so
if you transform the object's position, rotation or scale, the pattern
sticks to the object.
I'd like to see a "Hybrid XYZ" space added to the available options.
Like "World", it would apply itself based on the world coordinate
system. So if you have two identical objects, they will each have a
different pattern. However, like "Local", when you transform your
objects, the pattern will stick to the object and not be locked to the
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