TexturePerlinNoise#
(Perlin Noise)
- Category:
/Texture/Procedural
- Default object name:
perlin_noise
- Inherits from: ProjectItem > TextureOperator > Texture > TextureSpatial
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"
}
}