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TexturePerlinNoise

Perlin Noise#

(TexturePerlinNoise)

  • Category: /Texture/Procedural
  • Default object name: perlin_noise

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Description#

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

Attributes#

Name Type Description
Pass Through bool If checked, the current texture is not evaluated and the value of the attribute selected in Pass Through Attribute is directly forwarded.
Master Input string Name of the attribute that will be used as output if Pass Through is enabled.
Invert bool If checked, the texture is inverted.
Opacity double Set the opacity of the texture.
Projection long Define the projection used to evaluate the texture.
Space long 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.
Axis long Define the projection axis.
Uv Slot reference (UvSlot) Define which UV slot is used when the project mode is set to UV.
Object Space long Set the space in which the object must be considered when computing the projection.
Reference Positions string Set the name of the property that contains reference positions of the geometry that have to be used when computing projections.
Uv Property string Set the name of the property that contains uv's of the geometry that have to be used when computing projections.
Camera reference (Camera) Define which camera is used when the texture is in Camera projection mode.
Camera Occlusion bool When on the texture looks for potential occluder between the sample position and the camera. If no occluder is found the sample gets mapped.
Camera Occluders reference (Group) Define which geometries are occluders when camera occlusion is enabled. By default it uses the 3D layer geometries.
Reference Object reference (SceneItem) If an object is selected, the texture will use the object's transformation matrix to compute the texture coordinates.
Projection Translate double[3] Offset the position of the projection. Enable with Planar, Cylindrical, Spherical, Cubic.
Projection Rotate double[3] Offset the rotation of the projection. Enable with Planar, Cylindrical, Spherical, Cubic.
Projection Scale double[3] Offset the scaling of the projection. Enable with Planar, Cylindrical, Spherical, Cubic.
Fit To Bounding Box action
Uv Translate double[3] Offset the UV by the specified values in UVW space.
Uv Rotate double[3] Rotate the UV by the specified values in UVW space.
Uv Scale double[3] Scale the UV by the specified values in UVW space.
Color 1 double[3] Color corresponding to high values of the signal.
Color 2 double[3] Color corresponding to low values of the signal.
Octaves long Number of octaves forming the signal.
Amplitude double Amplitude of the signal (scales the whole result).
Offset double Offset of the signal (shifts the whole result).
Persistence double Persistence of the signal, ie the amplitude factor from one octave to the next.
Lacunarity double Lacunarity of the signal ie the frequency factor from one octave to the next.
Frequency double Frequency of the signal.
Turbulence bool Turns the signal into a more contrasty, turbulent one. Can be used to create lava-like patterns, for instance.
Enable Marble bool Gives the result a veiny marble look.
Veins Twirl double The higher the value, the more twirly the marble veins are.
Time Variation double For a 4D noise, animate this attribute through time.
Time Offset double Shift time values by as much.