Notch Notch Manual 0.9.23
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Procedural Shading Node

Procedural Shading Node

Uses a procedural system to shade a material.

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Method #

Uses a Procedural System as a shading value source. The effect of this shading node is the distance to the surface of the connected procedural.

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 core behaviours of the node.

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
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.

Inputs

NameDescriptionTypical Input
Procedural RootThe root node of the procedural network to calculate a distance from.Procedural Root
Transform ModifiersApply 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