In Notch a procedural is a 3-dimensional field of signed distances, where an position in the field hold a value of its distance to a “surface”, defined by shapes added to the field. This is often known as a Signed Distance Field (SDF). An SDF alone does not represent geometry, but surfaces and volumes can be generated from the field and rendered conventionally using procedural rendering nodes. For this process to work most efficiently, the SDF must be well-formed and devoid of extreme distortions. Some rendering nodes such as Procedural Meshing provide an Error Tolerance which relaxes this restriction at the cost of decreased performance.
The following node categories are available for working with procedurals:
- Procedural Root, Root node from which all other procedural nodes should have connection path to.
- Cloning, Repeat their child systems in various ways.
- Displacement, Displace and modify the generated SDFs.
- Generators, Generate SDFs using Particles, Meshes, Images, Etc.
- Render Nodes, Change how the generated SDF is rendered in the scene.
- Texturing, Change how a texture is applied to the material.
Clone the shapes in a Procedural system.
Clone children in a Procedural System.
Mirror children in a Procedural system.
infinitely clone children in a Procedural system.
These nodes apply spatial displacements in a procedural.
Apply FBM deformation to a procedural.
Apply a fluid deformation to a procedural.
Smooth a procedural.
Layer the surfaces of the procedural.
Add blobby noise to a procedural.
These nodes generate a distance field for use in a procedural.
Generates a 3D Object for a procedural.
Generates a 3D primitive for a procedural.
Generates a cellular noise pattern for a procedural.
Generates a shape for a procedural system from custom code.
Generates 3D fractal noise for a Procedural system.
Genreate a Procedural shape from an image.
This node allows a Field to be used as a procedural generator source.
Combine multiple generators together before adding them to a Procedural system.
Generate shapes from particles for a procedural.
Generate primitive shapes from particles for a procedural.
Performs reaction-diffusion simulation to a Procedural system.
Generates a 3D Voronoi pattern for procedurals.
These nodes convert the procedural distance field into rendered geometry, voxel grids, or other systems.
This node is currently in development.
Renders a procedural system as geometry.
Adjusts the shading of an object based on a procedural system.
Renders a procedural system as a volume through voxels.
Renders a procedural as a volume through direct tracing.
These nodes allow for textures to be applied to the procedural system.
Applies a texture to a procedural system.
The root for a Procedural system.