How can I use the BI Noise Texture in Cycles? Okay,so I kept watching the FNaF material video by Emil "Ace" Macko wondering how to make the most accurate FNaF toy material. I tried Then I see the new toy models made by Everything_Animations and the material in the image is the most accurate. So I was wondering,how do you make the exact same procedural texture that Everything_Animations made,but for Blender Cycles?




I found out that the material in Blender Internal is the hardened version of the Blender Original clouds texture with an inverted Colorramp and what I want is that I want to use the same kind of texture for the glossy specularity using the Cloud Noise listed in the description but in Blender Cycles without using an image texture because of seam marks.
The short answer is "you can't." There is not a 1:1 correlation between Blender Internal materials and Cycles materials. The Clouds material is similar to the Noise node in Cycles, but not quite the same.

The longer answer is that you can make just about any kind of material you need to in either renderer, but you'll have to use different techniques from one to the other. You should start with the Noise node in Cycles, and then tweak it until you get something that looks like what you want. You'll have to play with the settings on the Noise node itself, but you'll almost certainly need to add a Ramp node to control the hardness of the noise.

Anything beyond that is really outside the scope of this site. Please keep in mind that it's not a forum. This is a Q&amp;A site. We love to help, but this site works differently than most people expect. It's not designed to handle conversations, rather it's designed to handle discreet questions with clear answers.

Hope that helps!