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TexturePerlinNoise

TexturePerlinNoise#

(Perlin Noise)

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Description#

Perlin noise module, providing a classical Perlin-based fractal noise.

Public Attributes#

Type Name Visual Hint Description
double[3] color_1 VISUAL_HINT_COLOR Color corresponding to high values of the signal.
double[3] color_2 VISUAL_HINT_COLOR Color corresponding to low values of the signal.
long octaves VISUAL_HINT_DEFAULT Number of octaves forming the signal.
double amplitude VISUAL_HINT_DEFAULT Amplitude of the signal (scales the whole result).
double offset VISUAL_HINT_DEFAULT Offset of the signal (shifts the whole result).
double persistence VISUAL_HINT_DEFAULT Persistence of the signal, ie the amplitude factor from one octave to the next.
double lacunarity VISUAL_HINT_DEFAULT Lacunarity of the signal ie the frequency factor from one octave to the next.
double frequency VISUAL_HINT_PERCENTAGE Frequency of the signal.
bool turbulence VISUAL_HINT_DEFAULT Turns the signal into a more contrasty, turbulent one. Can be used to create lava-like patterns, for instance.
bool enable_marble VISUAL_HINT_DEFAULT Gives the result a veiny marble look.
double veins_twirl VISUAL_HINT_DEFAULT The higher the value, the more twirly the marble veins are.
double time_variation VISUAL_HINT_DEFAULT For a 4D noise, animate this attribute through time.
double time_offset VISUAL_HINT_DEFAULT Shift time values by as much.

Inherited Public Attributes#

Type Name Visual Hint Description
bool pass_through VISUAL_HINT_DEFAULT If checked, the current texture is not evaluated and the value of the attribute selected in Pass Through Attribute is directly forwarded.
string master_input VISUAL_HINT_TAG Name of the attribute that will be used as output if Pass Through is enabled.
bool invert VISUAL_HINT_DEFAULT If checked, the texture is inverted.
double opacity VISUAL_HINT_PERCENTAGE Set the opacity of the texture.
long projection VISUAL_HINT_DEFAULT Define the projection used to evaluate the texture.
long space VISUAL_HINT_DEFAULT Define whether the texture is evaluated in 2D or 3D. In 2D space, the texture is stretched along the projection axis whereas in 3D space all components are used.
long axis VISUAL_HINT_DEFAULT Define the projection axis.
reference (UvSlot) uv_slot VISUAL_HINT_DEFAULT Define which UV slot is used when the project mode is set to UV.
long object_space VISUAL_HINT_DEFAULT Set the space in which the object must be considered when computing the projection.
string reference_positions VISUAL_HINT_TAG Set the name of the property that contains reference positions of the geometry that have to be used when computing projections.
string uv_property VISUAL_HINT_TAG Set the name of the property that contains uv's of the geometry that have to be used when computing projections.
reference (Camera) camera VISUAL_HINT_DEFAULT Define which camera is used when the texture is in Camera projection mode.
bool camera_occlusion VISUAL_HINT_DEFAULT When on the texture looks for potential occluder between the sample position and the camera. If no occluder is found the sample gets mapped.
reference (Group) camera_occluders VISUAL_HINT_GROUP Define which geometries are occluders when camera occlusion is enabled. By default it uses the 3D layer geometries.
reference (SceneItem) reference_object VISUAL_HINT_DEFAULT If an object is selected, the texture will use the object's transformation matrix to compute the texture coordinates.
double[3] projection_translate VISUAL_HINT_DISTANCE Offset the position of the projection. Enable with Planar, Cylindrical, Spherical, Cubic.
double[3] projection_rotate VISUAL_HINT_ANGLE Offset the rotation of the projection. Enable with Planar, Cylindrical, Spherical, Cubic.
double[3] projection_scale VISUAL_HINT_SCALE Offset the scaling of the projection. Enable with Planar, Cylindrical, Spherical, Cubic.
action fit_to_bounding_box VISUAL_HINT_DEFAULT
double[3] uv_translate VISUAL_HINT_DISTANCE Offset the UV by the specified values in UVW space.
double[3] uv_rotate VISUAL_HINT_ANGLE Rotate the UV by the specified values in UVW space.
double[3] uv_scale VISUAL_HINT_SCALE Scale the UV by the specified values in UVW space.

CID#

class "TexturePerlinNoise" "TextureSpatial" {
    #version 0.91
    icon "../icons/object_icons/texture_perlin_noise.iconrc"
    category "/Texture/Procedural"
    doc "Perlin noise module, providing a classical Perlin-based fractal noise."
    attribute_group "pattern" {
        color "color_1" {
            doc "Color corresponding to high values of the signal."
            texturable yes
            animatable yes
            value 1 1 1
        }
        color "color_2" {
            doc "Color corresponding to low values of the signal."
            texturable yes
            animatable yes
            value 0.0 0.0 0.0
        }
        long "octaves" {
            doc "Number of octaves forming the signal."
            numeric_range yes 1 100
            ui_range yes 1 10
            value 3
        }
        double "amplitude" {
            doc "Amplitude of the signal (scales the whole result)."
            texturable yes
            animatable yes
            numeric_range yes 0.0 10000
            ui_range yes 0.0 5
            value 1
        }
        double "offset" {
            doc "Offset of the signal (shifts the whole result)."
            texturable yes
            animatable yes
            numeric_range yes -10000 10000
            ui_range yes -5 5
            value 0.0
        }
        double "persistence" {
            doc "Persistence of the signal, ie the amplitude factor from one octave to the next."
            texturable yes
            animatable yes
            numeric_range yes 0.0 10000
            ui_range yes 0.0 5
            value 0.5
        }
        double "lacunarity" {
            doc "Lacunarity of the signal ie the frequency factor from one octave to the next."
            texturable yes
            animatable yes
            numeric_range yes 0.0 10000
            ui_range yes 0.0 5
            value 2
        }
        percentage "frequency" {
            doc "Frequency of the signal."
            texturable yes
            animatable yes
            numeric_range yes 0.0 100000
            ui_range yes 0.0 100
            value 1
        }
        bool "turbulence" {
            doc "Turns the signal into a more contrasty, turbulent one. Can be used to create lava-like patterns, for instance."
            value no
        }
    }
    attribute_group "pattern>marble" {
        collapsed yes
        bool "enable_marble" {
            doc "Gives the result a veiny marble look."
            value no
        }
        double "veins_twirl" {
            doc "The higher the value, the more twirly the marble veins are."
            texturable yes
            animatable yes
            numeric_range yes 0.0 10000
            ui_range yes 0.0 5
            value 1
        }
    }
    attribute_group "pattern>animation" {
        collapsed yes
        double "time_variation" {
            doc "For a 4D noise, animate this attribute through time."
            texturable yes
            animatable yes
            numeric_range yes 0.0 10000
            ui_range yes 0.0 5
            value 1
        }
        double "time_offset" {
            doc "Shift time values by as much."
            texturable yes
            animatable yes
            numeric_range yes -10000 10000
            ui_range yes -5 5
            value 0.0
        }
    }
    set "master_input" {
        private no
        hidden no
        saveable yes
        texturable no
        animatable no
        slider no
        numeric_range no 0.0 1
        ui_range no 0.0 1
        dg_active yes
        dg_cyclic no
        dirtiness_pass_through no
        read_only no
        shading_variable no
        experimental no
        advanced no
        overriden no
        promote_attribute no
        allow_expression yes
        localizable yes
        value "color_1"
    }
}