NoiseWorleyMap_v2

Overview

NoiseWorleyMap creates procedural noise based on distance to randomly scattered points, creating a cellular effect.

Order of Operations:

When changing settings of this map, they’re applied in this order:

  • Noise Calculation
  • Bias
  • Gain
  • Smoothstep
  • Amplitude
  • Invert

Attribute Reference

Adjustment attributes

bias

Float bindable
default: 0.5

Bias of interpolation from color A to color B

gain

Float bindable
default: 0.5

Gain of interpolation from color A to color B

invert

Bool
default: False

Invert the final pattern

point_size

Float
default: 1.0

For points output mode, relative radius of points

remap

Vec2f bindable
default: [ 0, 1 ]

Allows mapping the distances from the specified min/max range into the 0..1 range

smoothstep

Vec2f bindable
default: [ 0, 1 ]

min/max values between which the smoothstep will interpolate

use_smoothstep

Bool
default: False

Put the noise value through a smoothstep function defined by min/max

Advanced attributes

F1

Float bindable
default: 1.0

Influence of F1 (the closest feature point)

F2

Float bindable
default: 0.0

Influence of F2 (the second closest feature point)

F3

Float bindable
default: 0.0

Influence of F3 (the third closest feature point)

F4

Float bindable
default: 0.0

Influence of F4 (the fourth closest feature point)

cell_id

Int enum
  0 = “f1” (default)
  1 = “f2”
  2 = “f3”
  3 = “f4”

Which of the distances determines the cell id

Output attributes

distance_method

Int enum
  0 = “linear” (default)
  1 = “linear squared”
  2 = “manhattan”
  3 = “chebyshev”
  4 = “quadratic”
  5 = “minkowski”

Metric for calculating distance to feature points which controls the shape of the falloff when output mode is distance

minkowski_number

Float bindable
default: 3.0

Exponent on distances when distance method is set to Minkowski

output_mode

Int enum
  0 = “distance” (default)
  1 = “gradient”
  2 = “cell id”
  3 = “cell edges”
  4 = “points”

Method by which the shader outputs a color. Distance uses F1..F4 interpolated between color A and color B, gradient outputs the gradient of the noise, and cell ID outputs a random color for each cell

Space attributes

camera

Camera
default: None

Camera used to define camera and screen space

input_texture_coordinates

Vec3f bindable
default: [ 0, 0, 0 ]

User specified UVs

object_space

Geometry
default: None

Directly connect object to use that object's space.

space

Int enum
  0 = “render”
  1 = “camera”
  2 = “world” (default)
  3 = “screen”
  4 = “object”
  5 = “reference”
  6 = “texture”
  7 = “input texture coordinates”
  8 = “hair_surface_uv”
  9 = “hair_closest_surface_uv”

The space to calculate the noise in

Transform attributes

rotation

Vec3f bindable
default: [ 0, 0, 0 ]

Rotates the noise in space based on the specified rotation order

World Space
Object Space

rotation_order

Int enum
  0 = “xyz” (default)
  1 = “xzy”
  2 = “yxz”
  3 = “yzx”
  4 = “zxy”
  5 = “zyx”

Order in which to apply the euler rotations

scale

Vec3f bindable
default: [ 1, 1, 1 ]

Vector to scale the noise non-proportionally

transformation_order

Int enum
  0 = “srt”
  1 = “str”
  2 = “rst”
  3 = “rts”
  4 = “tsr” (default)
  5 = “trs”

Order in which to apply the translation, rotation, and frequency

translation

Vec3f bindable
default: [ 0, 0, 0 ]

Translation of the noise in space

General attributes

color_A

Rgb bindable
default: [ 0, 0, 0 ]

The interpolated color value at distance equals zero

color_B

Rgb bindable
default: [ 1, 1, 1 ]

The interpolated color value at distance equals one

frequency

Float bindable
default: 1.0

Scalar multiplier for the frequency vector

jitter

Float bindable
default: 1.0

Controls the distortion of the cells

max_level

Float bindable
default: 1.0

Number of octaves of noise to add together for the final result

seed

Int
default: 0

The seed for the random number generator