Fractal Noise Shading Node
Method #
This node applies fractal noise to the shading of a material node. This can be used to deform, recolour, and change the lighting on a mesh.
Fractal Type | Output Modes | Texture Coordinate |
---|---|---|
A FBM fractal - B Turbulence - C Ridged Multi Fractal - D Marble | A Output channel normal - B Output channel RGBA - C Shader pass vertex - D OutPut channel position, Shader passe vertex | OutPut channel texture coordinate, Shader pass vertex |
The output of this node can be connected to other shading nodes, to build up a more complex shading system.
Parameters
These properties control the 3D transforms of the node. Transforms will generally be inherited by child nodes, although they can be ignored through the Inherit Transform Channels attributes.
Parameter Details
Position X Move along the local x-axis.
Position Y Move along the local y-axis.
Position Z Move along the local z-axis.
Rotation Heading Rotate around the local y-axis.
Rotation Pitch Rotate around the local x-axis.
Rotation Bank Rotate around the local z-axis.
Scale X Scale along the local x-axis.
Scale Y Scale along the local y-axis.
Scale Z Scale along the local z-axis.
Toggle which transform channels should be inherited from the parent node. By default, all transforms will be inherited.
Parameter Details
Position X Toggle inheritance of the X Position from the parent.
Position Y Toggle inheritance of the Y Position from the parent.
Position Z Toggle inheritance of the Z Position from the parent.
Rotation Heading Toggle inheritance of the Rotation Heading from the parent.
Rotation Pitch Toggle inheritance of the Rotation Pitch from the parent.
Rotation Bank Toggle inheritance of the Rotation Bank from the parent.
Scale X Toggle inheritance of the X Scale from the parent.
Scale Y Toggle inheritance of the Y Scale from the parent.
Scale Z Toggle inheritance of the Z Scale from the parent.
World Position Only Inherit the world position from the parent only, rotation and scale will be ignored. Overrides above properties.
Inherit Time Toggle inheritance of time from the parent.
These properties control how the shading is used on the material surface.
Parameter Details
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 : Output colour & alpha channels
- Colour RGB : Output colour channels only
- Colour Alpha : Output alpha channel only
- Normal : Output to normals
- Texture Coordinate : Output to texture coordinates
- Position : Output to texture positions
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.
These properties control attributes for generating fractal noise
Parameter Details
Noise Type Select the noise function to generate noise from.
- FBM : Generates cloudy noise using a Fractal Brownian Motion algorithm.
- Turbulence : Generates bumpy noise using a turbulence noise algorithm.
- Ridged Multifractal : Generates curvy looking noise from an inverse of the turbulence noise algorithm.
- Marble : Uses FBM noise to displce a sine wave pattern, creating a marbled pattern.
Noise Threshold Minimum value threshold for where the noise will be generated.
Ramp Power Change how the gradient changes between the high and low values.
Scale Scale the size of any noise generated.
Offset Amount Offset the the minimum value.
Num Octaves How many time the noise generation is iterated.
Inputs
These properties control the 3D transforms of the node. Transforms will generally be inherited by child nodes, although they can be ignored through the Inherit Transform Channels attributes.
Parameter | Details |
---|---|
Position X | Move along the local x-axis. |
Position Y | Move along the local y-axis. |
Position Z | Move along the local z-axis. |
Rotation Heading | Rotate around the local y-axis. |
Rotation Pitch | Rotate around the local x-axis. |
Rotation Bank | Rotate around the local z-axis. |
Scale X | Scale along the local x-axis. |
Scale Y | Scale along the local y-axis. |
Scale Z | Scale along the local z-axis. |
Toggle which transform channels should be inherited from the parent node. By default, all transforms will be inherited.
Parameter | Details |
---|---|
Position X | Toggle inheritance of the X Position from the parent. |
Position Y | Toggle inheritance of the Y Position from the parent. |
Position Z | Toggle inheritance of the Z Position from the parent. |
Rotation Heading | Toggle inheritance of the Rotation Heading from the parent. |
Rotation Pitch | Toggle inheritance of the Rotation Pitch from the parent. |
Rotation Bank | Toggle inheritance of the Rotation Bank from the parent. |
Scale X | Toggle inheritance of the X Scale from the parent. |
Scale Y | Toggle inheritance of the Y Scale from the parent. |
Scale Z | Toggle inheritance of the Z Scale from the parent. |
World Position Only | Inherit the world position from the parent only, rotation and scale will be ignored. Overrides above properties. |
Inherit Time | Toggle inheritance of time from the parent. |
These properties control how the shading is used on the material surface.
Parameter | Details |
---|---|
Mapping Type | What kind of mapping is to be applied.
|
Output Channel | Which channel will be affected by the fractal noise.
|
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.
|
Blend Amount | The amount the generator is blended with the output. |
These properties control attributes for generating fractal noise
Parameter | Details |
---|---|
Noise Type | Select the noise function to generate noise from.
|
Noise Threshold | Minimum value threshold for where the noise will be generated. |
Ramp Power | Change how the gradient changes between the high and low values. |
Scale | Scale the size of any noise generated. |
Offset Amount | Offset the the minimum value. |
Num Octaves | How many time the noise generation is iterated. |
Name | Description | Typical Input |
---|---|---|
Transform Modifiers | Apply the transforms of another node to this node. | Null |
Target Node | Modifiy the rotations of the node to always direct the z axis towards the input. | Null |
Local Transform Override | Apply the transforms of another node to this node, relative to its parent. | Null |