Layered 3d nodes seem to break the seed inheritance option for their components. E.g. if I uncheck seed inheritance on a component’s node, whenever the seed of the layered 3d node changes, the noise for the component also changes
Motivation: I want to use the same 3d function/seed for caves in a world across multiple biomes & within several custom 3d nodes (to avoid repetition).
Edit: I think this is working as intended, actually?
Edit edit: now I’m not so sure. My mental model of how I thought it worked:
^ my expectation was that both of those nodes (top row, bottom row) should evaluate to identical noise. However, they clearly do not!
Out of curiosity (@lucadeltodecso): how are seeds combined? XOR? Also, how are you converting the seed string into its numerical value (which hash func?). I’m wondering if I can reverse that and stick a static seed value on the layered 3d instance that’ll give me what I’m looking for here