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.
| 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
- Texture Coordinate
| 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.
||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.
| Target Node
|| Always faces the x-axis towards the inputs anchor point.
|| Local Transform Override
|| Override the transformation values of the node, relative to its parent.
Can be chained with other Shading nodes for more complex shading systems.