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 |
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Example Nodegraph |
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Attributes
Name |
Description |
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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.
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Output Channel |
Which channel will be affected by the fractal noise.
- Colour RGBA
- Colour RGB
- Colour Alpha
- Normal
- Texture Coordinate
- Position
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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.
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Blend Amount |
The amount the generator is blended with the output. |
Inputs
Name |
Description |
Typical Node Input |
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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
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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.