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