Principled shader and procedural bump map (noise)

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Anyone knows how to connect a procedural texture (noise for instance) to the bump map of the new principled shader ?
if I use “bump & normals” tab there is only a “texture path” string parameter
and the inputs for bump are all strings except bump scale and filter width

Thank you
Edited by madrenderman - May 16, 2018 05:31:36
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I highly recommend you watch this:
https://www.sidefx.com/tutorials/houdini-16-masterclass-custom-shading/ [sidefx.com]
Its the brand new masterclass…
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Yes I watched it …
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Probably it's not possible to do it using the pre-built normal and bump inputs in the principled shader but I guess I have to use material builder node
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We very recently added new inputs in the “Other” group, where you also find custom uvs and displacement. Try it with the latest build!
Kai Stavginski
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I found that if you plug your procedural bump map into a ‘displace along normal’ node first, you can then plug the output dispN from that into the baseN or CoatN on the principled shader.
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Thank you I'll try that
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