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Turbulent Noise VOP node

Can compute three types of 1D and 3D noise with the ability to compute turbulence with roughness and attenuation.

This operator can compute three types of 1D and 3D noise with the ability to compute turbulence with roughness and attenuation:

Perlin noise              (string value "pnoise")
Original Perlin noise     (string value "onoise")
Sparse Convolution noise  (string value "snoise")
Alligator noise           (string value "anoise")
Simplex noise             (string value "xnoise")
Zero Centered Perlin      (string value "correctnoise")

Original Perlin noise is similar to Perlin noise, but marginally less efficient in computation and with different characteristics. The bounds on the noise are roughly (-1, 1) when turbulence is 0.

Perlin noise sums octaves of a noise with range about (0, 1), resulting in a non-zero centered result. Thus the zero centered perlin better matches the ranges of the other noise fields.

Sparse Convolution noise is similar to Worley noise. The noise returned is based on the weights of all of the closest points, with each point’s contribution based on a meta-ball like rolloff curve. That is, if the sample point is close to the sphere, its contribution will be greater. The bounds on the noise are roughly (-1.7, 1.7) when turbulence is 0.

Alligator noise is similar to Worley noise. It is currently not possible to simulate Alligator noise using the Worley functions, but it is possible to get a very similar 'look'. The bounds on the noise are roughly (0, 0.5) when turbulence is 0.

Simplex noise is very close to Perlin noise, except with the samples on a simplex mesh rather than a grid. This results in less grid artifacts. It also uses a higher order bspline to provide better derivatives.

The relative costs for computing noise of different types is roughly:

Cost | Noise Type
-----+-------------------------
 1.0 | Perlin Noise             (see Periodic Noise operator)
 1.1 | Original Perlin Noise
 1.8 | Worley Noise             (see Worley Noise operator)
 1.8 | Periodic Worley Noise    (see Periodic Worley Noise operator)
 2.1 | Sparse Convolution Noise
 2.3 | Alligator Noise

Make sure at least the Position (pos) input is connected in order to notice any noise. The easiest way to accomplish this is to pipe the global variable P into the pos input. All global variables are accessible from the Global Variables operator.

Examples

The following examples include this node.

Street Crowd Example Example for Crowd Solver dynamics node

FlipColumn Example for FLIP Solver dynamics node

CurveForce Example for POP Curve Force dynamics node

Down Hill Lava Flow Example for Material shader node

FirePit Example for Material shader node

StyleDisplacement Example for Material shader node

RandomMaterial Example for Attribute String Edit geometry node

AlphaOmega Example for Points from Volume geometry node

UnpackWithStyle Example for Unpack geometry node

WornMetal Example for Curvature VOP node

See also

VOP nodes