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Typically, this operator is used in a displacement shader with the output used as the displacement amount. This value can be made an export parameter for import into the surface shader to control the color. If the parametric coordinates,
t, are made constant, rippled stripes can be generated in each parametric direction.
U coordinate. This should be connected to the s output of uvcoords. If it is not connected, the global s will be used instead.
V coordinate. This should be connected to the t output of the uvcoords. If it is not connected, the global t will be used instead.
The frequency determines the density of the fibers.
This allows the pattern to be shifted along the surface through the texture coordinates.
The roughness controls the fiber coarseness.
This is a float between 0 and 1.