If you want your displacement and shading patterns to match, use the Undisplaced Position.
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Controls the size of the cells. Higher frequencies make smaller cells.
Minkowski is more expensive than the other distance metrics, but it is fine for displacement as you will pay the cost only once when the geometry is displaced.
Controls the distortion of the cells.
Makes the distance transition smoothly from Manhattan (1.0) to Euclidean (2.0) to weird un-explored territories.
Modifies the computed distances to create different shapes. The example below uses c1 = 1.0 and c2 = 0.0.
c1: 1.0 c2: -0.95 distancemetric: Euclidean
Inverts the final pattern.
This will randomly scale the features' amplitude and give a slightly more regular appearance.
Random Scale Center
This is applying a an offset to the signal before applying the random scale. Use this to create more variations.
A multiplier for the color values in a texture, can be used to adjust brightness or manipulate individual color channels
Apply an offset to the result, shifting the colors of the result
A multiplier for the alpha channel, useful when the alpha is used to drive a parameter
An offset for the alpha channel, useful when the alpha is used to drive a parameter
The result of Worley noise texture.