Notch Notch
Manual 1.0 Manual 0.9.23
 Light | Dark
Fractal Noise Weightmap

Fractal Noise Weightmap

Updated: 10 Feb 2025

Generates a weightmap from a 3D fractal noise

image

Example .dfx

Method #

This node uses fractal noise to generate per-vertex or per-polygon weightmap for the parent mesh. These can then be used to vary the strength of Deformers on the parent mesh.

The output from this node is a vertex weightmap which is unique to the parent mesh, so can’t be used to influence other meshes.

Node placement is important! Weightmaps are generated following the deformer processing stack, so make sure to place the weightmap at some point before the deformer its applied to.

Parameters

These properties control the core behaviours of the node.

ParameterDetails
Apply Mode Choose whether the deformer applies to the individual vertices or the mesh chunks.
  • Vertices : The mesh deformations are applied to the mesh vertices.
  • Chunks : The mesh deformations are applied to the separated mesh pieces.
Mode The mode by which the value is generated.
  • Turbulence : Weights are defined using turbulence / fbm noise.
  • Turbulence : Weights are defined using cellular noise.
Per-Polygon Weightmap Determines whether the weightmap should specify a value per-polygon or per-vertex.
Input Channel The input values from the mesh used to define the positions for the fractal noise.
  • Position : The vertex positions are used.
  • UV : The vertex texture coordinates are used.
Noise Scale Scale the size of the generated fractal noise.
Noise Lacunarity How large the gaps between larger areas of noise are.
Noise Gain The overall smoothness of the generated fractal noise.
Noise Octaves How many time the noise generation is iterated.
Gain Scale the generated value.
Offset Offset the generated value.
Sharpness Ramps the sharpness of the generated value to a power.
Min Value Limit the minimum value generated.
Max Value Limit the maximum value generated.
Invert Invert the generated weightmap values.
UV Scale X Scale the uv texture along the x axis.
UV Scale Y Scale the uv texture along the y axis.
UV Offset X Offset the uv texture along the x axis.
UV Offset Y Offset the uv texture along the y axis.
Show Weightmap Visualise the weightmap as vertex colours on the source geometry

These properties control where the deformer affects the geometry.

ParameterDetails
Enabled Enable falloff from the position of the deformer.
Shape Select which shape to use to draw falloff from.
  • Sphere : Falloff is drawn outward from a central point, forming a spherical falloff.
  • Cylinder : Falloff is drawn outward from a line, forming a cylindrical falloff.
  • Plane : Falloff is drawn outward from a plane.
Shape Orientation Along which axis the shape should be drawn.
Outer Range The outer range from which the falloff is calculated from.
Inner Range The inner range from which the falloff is calculated from.
Curve Power How quickly the falloff drops to 0 at the outer falloff.

Inputs

NameDescriptionTypical Input
Falloff NodeUse an input node to control the transformation values of the falloff.Null
Generated WeightmapAdd a weightmap to vary the strength of the deformer across the surface.Generate Weightmap
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