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If you want your displacement and shading patterns to match, use the Undisplaced Position.

Before After Image Slider
methodfade-in
width201px
leftImageimage_galleries_uuid_surfaceposition_p.png-0e13aa16-d354-4fb6-a894-13dcd4ea46cc
rightImageimage_galleries_uuid_surfaceposition_po.png-120df79c-f8a3-4fe4-8d89-ffa974809309

Frequency

Controls the size of the cells. Higher frequencies make smaller cells.

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Note

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.

C1
C2

 

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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

The manifold over which to apply the noise. (The default is P).

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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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