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Info

Compared to Inigo's code, this version also adds fractal octaves and turbulence


 

Manifold


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

Global

Surface Position

Frequency

Sets the lowest (starting) frequency of the noise layers.



Octaves

The number of noise octaves used. More octaves add successively more noise.


Inner Loop

Gain

Also known as persistence. Used to shrink or expand the amplitude of each successive octave of noise. 1/f noise is achieved when gain = 1/lacunarity



Lacunarity

The scaler used to determine the frequency of each sucessive successive octave of noise. Smaller numbers will cause the layers to be more closely spaced in frequency. Larger values will space them further apart.



Jitter

Controls the amount of jitter applied. 0 gives a regular grid, 1 gives a Voronoi like grid



Smoothness

Using 0 produces a voronoi/cellnoise pattern, 1 results in smooth noise.



Turbulent

Should the noise be turbulent

Manifold

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

Better Contrast

Improve contrast when smoothness increases

Octaves

Smoothness Offset

Increase/decrease smoothness per octave


Smoothness Offset Wrap

Wrap the smoothness range (0-1) or just clamp

Advanced

Filter

Change the filter size


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

Float Scale

Scalar float value 

Float Offset

Float Offset value An offset for the alpha channel, useful when the alpha is used to drive a parameter


Output Parameters


resultF

The result of voronoise texture.

resultRGB

The voronoise texture as a monochromatic color.