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If you want your displacement and shading patterns to match, use the Undisplaced Position.
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Frequency
Controls the size of the cells. Higher frequencies make smaller cells.
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Note |
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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. |
Jitter
Controls the distortion of the cells.
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Makes the distance transition smoothly from Manhattan (1.0) to Euclidean (2.0) to weird un-explored territories.
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Shape
Modifies the computed distances to create different shapes. The example below uses c1 = 1.0 and c2 = 0.0.
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c1: 1.0 c2: -0.95 distancemetric: Euclidean
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Invert
Inverts the final pattern.
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Random Scale
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.
Manifold
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Adjust Output
Color Scale
A multiplier for the color values in a texture, can be used to adjust brightness or manipulate individual color channels
Color Offset
Apply an offset to the result, shifting the colors of the result
Alpha Scale
A multiplier for the alpha channel, useful when the alpha is used to drive a parameter
Alpha Offset
An offset for the alpha channel, useful when the alpha is used to drive a parameter
Output Parameters
resultF
The result of Worley noise texture.
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