Noise
The Noise sampler generates a random but smooth pattern, which is useful for natural variation: for example, patches of longer and shorter fur, or curl that varies across the body. Its output is always between 0 and 1.
By default, the noise is looked up by the mesh's UV coordinates, so the pattern sticks to the surface as it moves. Change Scale to make the patches bigger or smaller.
Parameters
| Parameter | Description |
|---|---|
| Position | The position to look up the noise at. Defaults to [$s, $t, 0]. |
| Time | The fourth dimension, for 4D noise. Defaults to $time. |
| Scale | The overall scale of the noise. The lookup position is Position × Scale + Offset. |
| Offset | An offset added to the lookup position. |
Algorithm
| Parameter | Description |
|---|---|
| Algorithm | The noise algorithm: Noise, Cell Noise or fBM. |
| Input | 3D or 4D (with time) input. Cell Noise is always 3D. |
| Output | 1D (float) or 3D (vector) output. |
| Octaves | For fBM, the number of octaves of noise to add together. Defaults to 6. |
| Lacunarity | For fBM, how much the frequency increases with each octave. Defaults to 2. |
| Gain | For fBM, how much the amplitude changes with each octave. Defaults to 0.5. |