Notch Notch Manual 0.9.23
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Fractal Noise Shading Node

Fractal Noise Shading Node

Apply fractal noise shading to a material.

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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
fractal-shading fractal-shading-type fractal-shading-uv
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.

ParameterDetails
Position XMove along the local x-axis.
Position YMove along the local y-axis.
Position ZMove along the local z-axis.
Rotation HeadingRotate around the local y-axis.
Rotation PitchRotate around the local x-axis.
Rotation BankRotate around the local z-axis.
Scale XScale along the local x-axis.
Scale YScale along the local y-axis.
Scale ZScale along the local z-axis.

Toggle which transform channels should be inherited from the parent node. By default, all transforms will be inherited.

ParameterDetails
Position XToggle inheritance of the X Position from the parent.
Position YToggle inheritance of the Y Position from the parent.
Position ZToggle inheritance of the Z Position from the parent.
Rotation HeadingToggle inheritance of the Rotation Heading from the parent.
Rotation PitchToggle inheritance of the Rotation Pitch from the parent.
Rotation BankToggle inheritance of the Rotation Bank from the parent.
Scale XToggle inheritance of the X Scale from the parent.
Scale YToggle inheritance of the Y Scale from the parent.
Scale ZToggle inheritance of the Z Scale from the parent.
World Position OnlyInherit the world position from the parent only, rotation and scale will be ignored. Overrides above properties.
Inherit TimeToggle inheritance of time from the parent.

These properties control how the shading is used on the material surface.

ParameterDetails
Mapping TypeWhat 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 ChannelWhich 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 ModeHow the new texture or deformation will blend with the current object. see blend modes for more details.
Shader PassHow 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 AmountThe amount the generator is blended with the output.

These properties control attributes for generating fractal noise

ParameterDetails
Noise TypeSelect 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 ThresholdMinimum value threshold for where the noise will be generated.
Ramp PowerChange how the gradient changes between the high and low values.
ScaleScale the size of any noise generated.
Offset AmountOffset the the minimum value.
Num OctavesHow many time the noise generation is iterated.

Inputs

NameDescriptionTypical Input
Transform ModifierApply the transforms of another node to this node.Null
Target NodeModifiy the rotations of the node to always direct the z axis towards the input.Null
Local Transform OverrideApply the transforms of another node to this node, relative to its parent.Null