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Like all texture style nodes, this node takes a manifold that describes either a 2D or 3D domain to apply a Worley noise texture to. The default beahaviorbehavior, if no mainfold manifold is attached, is to apply over P in 3D. This node computes Worley noise, as described by Steven Worley.

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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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Inspired by the grid-like organisation organization of Manhattan, this is the distance to the nearest points when you can only travel around the cell's boundaries.

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Named after Pafnutty Chebyshev, it is also known as the Chessboard Distance. It is somewhat similar to the Manhattan distance, but with 45 degrees rotation.

Minkowski

Minkowski is a generalisation generalization of both euclidean and Manhattan distance. The exponent will make the pattern transition from Euclidian to Manhattan.

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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.

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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

 

 



Shape

Modifies the computed distances to create different shapes. The example below uses c1 = 1.0 and c2 = 0.0.

Clamp Output

Causes resulting distances to be clamped to the range 0.0 to 1.0.

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c1: 1.0    c2: -0.95    distancemetric: Euclidean

 

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Invert

Inverts the final pattern.


 

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

 


Float Scale

Scalar Float value

Float Offset

Float Offset value


Output Parameters

resultF

The result of Worley noise texture.

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