Method

Uses a procedurals network as a shading value source. The output of this shading node is the distance to the surface of the connected procedural.

Example
Example Nodegraph

Attributes

Name Description
Mapping Type What kind of mapping is to be applied.
  • World Position, the position of each vertex relative to the scene world space (most commonly used with Spherical, Planar, Perspective mappings).
  • Object Local Position, the position of each vertex relative to the objects local space.
  • View-Space Position, the position of each vertex relative to the cameras view.
  • Texture Coordinate, the position of each vertex relative to the objects texture coordinates.
  • World Normal, the world normals after transformations are applied.
Output Channel Which channel will be affected by the fractal noise.
  • Colour RGBA
  • Colour RGB
  • Colour Alpha
  • Normal
  • Texture Coordinate
  • Position
Blend Mode How the new texture or deformation will blend with the current object. See Blend Modes for more details.
Shader Pass How the final modified shading is applied to the shape.
  • Vertex, The shading is only changed from vertex to vertex.
  • Tessellation, The shading is applied as the model is tessellated. only functions with Tessellation Enabled in connected objects.
  • Pixel, The shading is applied per pixel in screen space, so it will always be applied optimally.
Blend Amount The amount the generator is blended with the output.

Inputs

Name Description Typical Node Input
Procedural Root The root node of the procedural network to calculate a distance from. Procedural Root
Transform Modifier Links all transform properties to the input node. Null
Target Node Always faces the x-axis towards the inputs anchor point. Null
Local Transform Override Override the transformation values of the node, relative to its parent. Null

Outputs

Can be chained with other Shading nodes for more complex shading systems.