Connecting primitives to noise displacement

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Hey Guys
I'm trying to do a wood bark effect and was wondering how you would connect the front and back primitives whilst using noise displacement around the side. The noise makes the front and back faces have gaps and was wondered how you could cover this up with the front and back primitives. I've attached a simple version of what I'm talking about.

Thanks for looking at my post

Attachments:
simple_scene_sidefx.hipnc (1.5 MB)

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You want to use a Fuse SOP and put the normals into Vertex attributes… Note that I didn't actually look at your file
Cheers,

Peter Bowmar
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By applying 2 different materials you're displacing to some faces and not others which is tearing the polygons away from each other. Maybe try using geometry to make your broad strokes and keep your shader displacement minimal.
Jesse Erickson
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