DistortNormalMap

Overview

DistortNormalMap warps an input normal map based on perlin noise. By default, the warp direction is based on the implicit derivatives of the surface. If use_input_vectors is set to true, then explicit warp directions can be specified by binding to the input_U and input_V parameters.


Attribute Reference

Space attributes

input_texture_coordinates

Vec3f bindable
default: [ 0, 0, 0 ]

No documentation available

noise_space

Int enum
  2 = “world”
  4 = “object” (default)
  5 = “reference”
  6 = “texture”
  7 = “input texture coordinates”
  8 = “hair_surface_uv”
  9 = “hair_closest_surface_uv”

The space to calculate the noise in

General attributes

amplitude_U

Float
default: 1.0

controls amplitude of U distortion

amplitude_V

Float
default: 1.0

controls amplitude of V distortion

frequency_U

Vec3f
default: [ 1, 1, 1 ]

controls noise frequency for U distortion

frequency_V

Vec3f
default: [ 1, 1, 1 ]

controls noise frequency for V distortion

input_U

Rgb bindable
default: [ 0, 0, 0 ]

input U / tangent for distortion

input_V

Rgb bindable
default: [ 0, 0, 0 ]

input V / bitangent for distortion

input_normals

NormalMap
default: None

optional input to distort. if not connected, use geom normals

seed

Int
default: 0

the seed for the noise generation

use_input_vectors

Bool
default: False

when checked, use input_U and V. otherwise use geometry dPds/t