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The Attribute Noise SOP provides a simple interface for adding coherent noise to attributes, without needing to create VOP networks or write VEX code. All of the models provided by the Unified Noise VOP can be used with this node. Attribute Noise also allows for fine control over the generated noise values, as the values can be remapped to match a desired distribution.
Geometry whose points to add noise to.
In Additive mode, noise is added to the attribute value, whereas the final value is obtained through multiplication in Multiplicative mode.
Dimensionality of the generated noise. If set to 1D, the same noise value is used for all three components of vector attributes. If set to 3D, the first noise component is used with scalar attributes.
Noise for each point is produced by sampling a volumetric field using the
value of this vector attribute. If this parameter is set to
applied noise pattern will vary based on the motion of the points. If this
is undesirable, a
rest attribute can be added to the input geometry and
its value used instead.
An attribute’s value will be affected if its name matches this pattern. The node will also create an attribute of the same size as Signature for each valid token of this string that does not name an existing attribute.
This node only applies noise to
An attribute will be created for a token only if the token matches the overall pattern. For example, setting Attributes to "boat ^boat" will not create an attribute named "boat".
Only points in this group will be affected by noise.
If this option is turned on, produced noise will vary with time.
The method used for generating noise.
Shifts the generated noise to be centered about 0. The output range is still equal to Amplitude.
The amount of added noise (range of generated values).
When this option is enabled, noise values are remapped to match the provided Distribution.
The minimum noise value after remapping.
The maximum noise value after remapping.
The desired distribution of noise. Horizontal axis covers the range from Minimum to Maximum.
For three dimensional noise, all components will be remapped to match this distribution.
Time rate of change of the noise pattern is inversely proportional to Pulse Duration; only available when Animated is enabled.
Amount of time before the noise pattern repeats; only available for periodic noise types.
Controls base feature size of the generated noise.
Feature size along each axis is governed by the product of Element Size with the applicable component of this parameter.
Size of the repeating noise pattern; only available for periodic noise types.
Offset within the evaluated noise field. Can be used as a seed to modify the noise values without affecting the overall look of the pattern.
Composites noise layers of different frequencies to obtain a final pattern with details at various scales.
Specifies the number of composited noise layers.
Determines the frequency difference between successive noise layers.
Controls influence falloff for each successive noise layer.
Enable Lattice Warp
Adds "stringiness" or "wiriness" to standard noise.
Enable Gradient Warp
Widens the peaks or valleys of the noise output.
If enabled, final attribute values are clamped to the specified Minimum after noise is applied. For vector attributes, the same lower bound is used for all components.
If enabled, final attribute values are clamped to the specified Maximum after noise is applied. For vector attributes, the same upper bound is used for all components.
The following examples include this node.
This example demonstrates combining a Vellum simulation with a Smoke simulation to create a billowing sheet.