Houdini 11 Nodes

See working with VOP nodes for information on VOP node features in the network editor.

Nodes

AXYZ: Subsurface ScatteringGenerates a color using a subsurface scattering calculation ray traced from a point cloud.
AbsoluteComputes the absolute value of the argument.
AddOutputs the sum of its inputs.
Add AttributeAdds a new point attribute (or writes to an existing attribute).
Add ConstantAdds the specified constant value to the incoming integer, float, vector or vector4 value.
Add Point To GroupAdds the point specified to the group given.
AlbedoCompute the reflectivity of a bsdf.
AlignComputes a matrix representing the rotation around the axes normal to two vectors by the angle which is between the two vectors.
Alpha MixTakes two values for alpha based on the surface orientation relative to the camera and blends between the two with a rolloff as the bias control, effectively removing the silhouettes of the geometry edges.
AmbientGenerates a color using ambient lighting model calculation.
AndPerforms a logical “and” operation between its inputs and returns 1 (if all inputs are non-zero) or 0 (if at least one input is zero).
Anti-Aliased Flow NoiseGenerates anti-aliased (fractional brownian motion) noise by using the derivative information of the incoming position to compute band-limited noise.
Anti-Aliased NoiseGenerates anti-aliased (fractional brownian motion) noise by using the derivative i...
ArctangentPerforms the atan2() function
Attenuated FalloffComputes attenuated falloff.
AverageOutputs the average of its inputs.
Average Vector ComponentComputes the average value of a vector argument.
Banana SkinGenerates a material that simulates banana skin.
Blend RegionsTakes a float input as a bias to blend between three input regions.
Bounding BoxReturns two vectors representing the minimum and maximum corners of the bounding box for the entire geometry.
Box ClipClips the line segment defined by p1 and p2 to the bounding box specified by the min and max corner points.
BoxesGenerates repeating filtered squares.
BrickerGenerates a brick pattern based on the parametric s and t coordinates.
BricksSimulates an anti-aliased brick wall.
Bump MapComputes a filtered sample of the texture map specified and returns an RGB color as...
Bump NoiseDisplaces surfaces along their normal using anti-aliased noise, and returns the displaced surface position, normal, and displacement amount.
BurlapGenerates a burlap displacement pattern useful for simulating rough cloth or weave patterns.
Burlap PatternReturns float between 0 and 1 which defines a burlap pattern useful for simulating rough cloth or weave patterns.
COP InputReturns a pixel value in one of the 4 input COPs connected to the VEX COP.
CardboardSimulates a rough, anti-aliased cardboard surface.
CavitiesProduces a surface displacement that simulates small surface damage using anti-aliased noise of various frequencies.
CeilingReturns the smallest integer greater than or equal to the argument.
Cellular CracksGenerates a cellular crack displacement suitable for simulating skin, leather, dried earth, and all kinds of crusts.
Cellular NoiseComputes 2D, anti-aliased cellular noise suitable for shading.
CheckeredReturns number between 0 and 1 which defines a checkered pattern useful for visualizing parametric or texture coordinates.
Chrome EnvironmentSimulates a chrome material defined solely by an environment map and a normal direction.
ClampClamps the input data between the minimum and maximum values.
Cloud EnvironmentSimulates a simple cloud and sky reflection using anti-aliased noise.
CloudsSimulates a cloudy sky using 4-dimensional anti-aliased noise, where the fourth noise component is represented by time.
Color CorrectionProvides a means to change the hue, saturation, intensity, bias, gain and gamma of the input color.
Color MapLooks up a single sample of RGB or RGBA color from a disk image.
Color MixComputes a blend (or a mix) of its two color inputs, and outputs the resulting color.
CompareCompares two values and returns true or false.
ComplementComputes the complement of the argument by subtracting the argument from 1.
Compute TangentsCompute surface tangents in different ways.
ConcreteProduces a surface displacement that simulates small surface imperfections like tho...
Conserve EnergyClamp the reflectivity of a bsdf to 1.
ConstantOutputs a constant value of any VEX data type.
CopyTakes a single input of any data type.
CrackleReturns float between 0 and 1 which defines a crackle pattern useful for simulating the fine grain texture in skin or on a much larger scale dried mudflats.
Create Point GroupCreates a new point group with the name specified.
Cross ProductComputes the cross product between two vectors, defined as the vector perpendicular to input both vectors.
Curl NoiseCreates divergence-free 3D noise using a curl function.
Curl NoiseCreates divergence-free 2D noise using a curl function.
Dampened Noise
Degrees To RadiansConverts degrees to radians.
Depth MapWorks on an image which was rendered as a z-depth image, returning the distance from the camera to the pixel (or plane) in question.
DeterminantComputes the determinant of a 4×4 or 3×3 matrix.
Direct LightingInternal VOP used to compute direct lighting.
Direction Space ChangePerforms various space conversions for 3D directional data.
Displace Along NormalDisplaces the surface along the surface normal by a given amount.
DistanceReturns the distance between two 3D or 4D points.
Distance Point To LineReturns the closest distance between a point and a segment.
DivideOutputs the result of dividing each input value by the next.
Divide ConstantDivides the incoming integer, float, vector or vector4 value by the specified constant value.
Dot ProductComputes the dot product between two vectors.
Edge FalloffCreates a smooth roll-off of the input color from the center of the geometry to the edges, based on the surface normal.
Egg ShellGenerates an anti-aliased egg-shell material with the typical egg-shell roughness and lack of specularity.
Eggshell PatternReturns a new surface normal (N) which has a slight fine grained bump on it.
Environment MapSets the environment map (on an infinite sphere) and returns its color.
Euler To QuaternionBuilds a quaternion with the given euler rotation.
ExponentialComputes the exponential function of the argument.
Extract TransformExtracts the translation, rotation, or scale component of a 4×4 transform matrix.
Fast ShadowSends a ray from the position P along the direction specified by the direction D.
Filter ShadowSends a ray from the position P along the direction specified by the direction D, a...
Filter StepComputes the anti-aliased weight of the step function.
Filter WidthThis function returns the square root of the area of a 3D input or the length of the derivative of a float input, such as s or t.
FireGenerates 2D fire by modulating the t parametric direction using 3D anti-aliased noise.
Fit RangeTakes the value in the source range and shifts it to the corresponding value in the destination range.
Float To IntegerConverts a float value to an integer value.
Float To MatrixConverts sixteen floating-point values to a 4×4 matrix value.
Float To Matrix3Converts nine floating-point values to a matrix3 value.
Float To VectorConverts three floating-point values to a vector value.
Float To Vector4Converts four floating-point values to a vector4 value.
FloorReturns the largest integer less than or equal to the argument.
Flow NoiseGenerates 1D and 3D Perlin Flow Noise from 3D and 4D data.
For LoopRuns the VOP nodes inside its subnetwork until a given condition is true.
FractionComputes the fractional component of the argument.
FresnelComputes the Fresnel reflection/refraction contributions given a normalized incident ray, a normalized surface normal, and an index of refraction.
From NDCTransforms a position from normal device coordinates to the coordinates in the appropriate space.
Front FaceReturns the front facing normal of a surface, given a surface normal (N) and an incident ray (I).
Fur Guide Global VariablesProvides outputs representing commonly used input variables of fur guide shader network.
Fur Guide Output Variables and ParametersProvides inputs representing the output variables of a fur guide shader network.
Fur Skin Global VariablesProvides outputs representing commonly used input variables of fur skin shader network.
Fur Skin Output Variables and ParametersProvides inputs representing the output variables of a fur skin shader network.
FurrowsDisplaces the surface along the surface normal by an amount equal to the value of an anti-aliased cosine wave.
Gather LoopSends rays into the scene and contains a subnetwork of VOPs to operate on the information gathered from the shaders of surfaces hit by the rays.
Get Matrix ComponentExtracts a 4×4 matrix component.
Get Matrix3 ComponentExtracts a 3×3 matrix3 component.
Get Object TransformGets the transform matrix of a named object in camera (current) space.
Get Vector ComponentExtracts a vector component.
Get Vector4 ComponentExtracts a vector4 component.
Gingham ChecksGenerates anti-aliased gingham checks similar to a tablecloth pattern.
GlassSimulates a translucent material such as glass, and returns the combined color, opacity, and alpha.
Global VariablesProvides outputs that represent all the global variables for the current VOP network type.
GlowSimulates a hot glow effect to be used in the Fog context, and outputs color and alpha.
Gradient 3DReturns the gradient of a single channel 3D texture image at a specified position within that image.
HSV To RGBConverts HSV color space to RGB color space.
HairSimulates the look of hair.
Hair DiffuseGenerates a color specifically for curves (hairs) using a lambert lighting model calculation.
Hair NormalGenerates a normal vector which always faces the camera, parallel to the incidence vector.
Hair SpecularGenerates a color specifically for curves (hairs) using a specular lighting model calculation.
HaloGenerates a soft halo effect to be used in the Fog context, and outputs color and alpha.
Has InputReturns 1 if the specified input (0-3) is connected.
High-Low NoiseComputes a mix of high and low frequency, anti-aliased noise with a wide range of applications.
Hue ShiftUses the shift value to shift the hue of the input color along the color wheel by the amount of the amplitude.
IfContains other VOP operators.
If ConnectedPasses through the value of the first input if the first input is ultimately connected.
Illuminance LoopOnly available in Surface VOP networks.
Import AttributeImports attribute data from the OP connected to the given input.
Import Displacement VariableImports the value of the specified variable from a displacement shader and stores it in var.
Import Light VariableImports the value of the specified variable from a light shader and stores it in var.
Import Surface VariableImports the value of the specified variable from a surface shader and stores it in var.
Indirect LightingInternal VOP used to compute indirect lighting.
Inline CodeWrite VEX code that is put directly into your shader or operator definition.
Integer To FloatConverts an integer value to a float value.
Integrate 3DIntegrates a 3D image along the line specified by two points.
Integrate 3D ClipIntegrates a 3D image along the line specified by two points.
IntersectComputes the intersection of a ray with geometry.
Intersect 3DIntersects a 3D image along the line specified by two points.
InvertIf given a 3×3 or 4×4 matrix, this operator computes its inverse (or just returns the input matrix if it detects singularity).
IrradianceComputes the irradiance (the global illumination) at the point P with the normal N.
Is ConnectedOutputs 1 if the input is ultimately connected, otherwise it outputs 0.
Is Fog RayReturns 1 if the shader is being evaluated from within a fog shader.
Is Front FaceReturns true if the normal of the surface is forward facing, and false if it isn't.
Is Shadow RayReturns 1 if the shader is being evaluated for shadow rays.
Lambert DiffuseGenerates a color using the Lambert diffuse lighting model calculation.
LengthComputes the length of a 3D or 4D vector.
Lighting ModelPerforms a lighting model calculation that generates a color.
Lighting ModelPerforms a lighting model calculation that generates a color, opacity, and bsdf value.
Look AtComputes a 3×3 rotation matrix to orient the z-axis along the vector (to - from) under the transformation.
LuminanceCompute the luminance of the RGB color specified by the input parameter.
Make TransformerBuilds a general 4×4 transform matrix given an order of transformations (trs), an o...
Mandelbrot SetGenerates a Mandelbrot pattern.
MarbleSimulates a shiny marble material.
Matrix To FloatUnpacks a 4×4 matrix into its sixteen components.
Matrix3 To FloatUnpacks a 3×3 matrix3 into its nine components.
Matrix3 To QuaternionConverts a matrix3, representing a rotation, to a quaternion representing the same rotation.
MatteImplements a matte shader that occludes geometry behind the surface being rendered.
Max Vector ComponentComputes the maximum value of a vector argument.
MaximumOutputs the maximum value from its inputs.
Meta-Loop ImportTakes a handle generated by the Meta-Loop Start operator and will import attributes...
Meta-Loop NextTakes a handle generated by the Meta-Loop Start operator and will “iterate” to the ...
Meta-Loop StartOpens a geometry file and initializes the handle to iterate through all metaballs at the position specified.
Metaball AttributeReturns the value of the given point attribute at the specified position in the metaball field.
Metaball DensityReturns the density of the metaball field at the specified position.
Metaball SpaceTransforms the specified position into the local space of the metaball.
Metaball WeightReturns the metaweight of the geometry at a given position.
Min Vector ComponentComputes the minimum value of a vector argument.
MinimumOutputs the minimum value from its inputs.
MixComputes a blend (or a mix) of its input values using linear interpolation.
Mix for BSDFComputes a blend (or a mix) of its input values using linear interpolation
ModuloComputes the modulo of two values.
MoldSimulates anti-aliased mold.
MosaicThis operator generates an anti-aliased mosaic pattern using an image file as a source for coloring the tiles, and cellular noise as a generator of randomly shaped tiles.
MultiplyOutputs the product of its inputs.
Multiply Add ConstantWill take the input value, add the pre-add amount, multiply by the constant multiplier, then add the post-add amount.
Multiply ConstantMultiplies the incoming value by a constant.
NegateNegates the incoming integer, float, vector or vector4 value.
NeighbourRetrieves the index of the point which is the n-th connected neighbour of point ptnum.
Neighbour CountCalculates the number of points connected to the given point.
Non-deterministic RandomA non-deterministic random number generator.
Normal FalloffGenerates a falloff value based on the relationship between the normal and incident vectors.
NormalizeNormalizes a vector.
NotThis operator performs a logical not operation on an integer value, returning 1 if the input is zero, and 0 if the input is non-zero.
NullPasses the inputs to the output with an optional name change.
OcclusionComputes ambient occlusion at the point P with the normal N.
OrThis operator performs a logical “or” operation between its inputs and returns 1 (if at least one input is non-zero) or 0 (if all inputs are zero).
Oren-Nayar DiffuseGenerates a color using the Oren-Nayar diffuse lighting model calculation.
OrientReorients a vector representing a direction by multiplying it by a 4×4 transform matrix.
OscillationsReturns an anti-aliased cosine or sine wave.
Output VariablesProvides inputs representing the writable output variables of the shader network.
PTextureA per-face texture mapping.
ParameterRepresents a user-controllable parameter.
Periodic NoiseGenerates 1D and 3D Perlin noise from 1D, 3D and 4D data.
Photon Output VariablesPerforms photon russian roulette.
Physical Subsurface Scattering (SSS)Outputs surface color based on a physically-based subsurface scattering model. This node an do physically correct single scattering and/or multiple scattering approximated with a point cloud.
Physically Based DiffuseProduce a normalized diffuse bsdf.
Physically Based SpecularProduce a normalized reflection bsdf.
Pixel AreaReturns the area of the current pixel after being transformed to the new UV coordinate uvpos.
Pixel DerivativeReturns U and V derivatives of the current pixel.
Plane ClipClips the line segment defined by p1 and p2 against the 3D plane defined by the following equation: plane.
Plane CountReturns the number of planes in the input.
Plane ExistsReturns the name of the plane with the index plane_index in input input_index.
Plane IndexReturns the index of the plane with the name plane_index in input input_index.
Plane NameReturns the name of the plane with the index plane_index in input input_index.
Plane SizeReturns the number of components in the plane with the index plane_index in input input_index.
Point Cloud CloseThis node closes a point cloud handle opened by pcopen.
Point Cloud ExportThis node exports point data while inside a pcunshaded loop.
Point Cloud FarthestThis node finds the farthest query point produced by pcopen.
Point Cloud FilterThis node filters the points queried by pcopen.
Point Cloud ImportThis node imports point data while inside a pciterate or pcunshaded loop.
Point Cloud IterateThis node advances to the next iteration point returned by pcopen.
Point Cloud OpenThis node opens a point cloud file and searches for points around a source position.
Point Cloud UnshadedThis node advances to the next unshaded iteration point returned by pcopen.
Point Cloud WriteThis function writes data for the current shading point out to a point cloud file.
Point CountReturns the number of points for all primitives in the given geometry.
Point In Bounding BoxReturns the relative position of the point given with with respect to the bounding ...
Point In GroupReturns 1 if the point specified by the point number is in the group specified by the string.
Point LoopOnly available in Image3D VOP networks.
PowerRaises the first argument to the power of the second argument.
Primitive AttributeEvaluates an attribute for a given primitive at the specified uv parametric location.
Primitive NormalReturns the normal of a primitive (defined by its number) at the given uv parametric location.
PrintGenerate a formatted text string.
PulsetrainFilters the input.
QuaternionTakes an angle and an axis and constructs the quaternion representing the rotation about that axis.
Quaternion MultiplyPerforms a quaternion multiplication with its two inputs.
Quaternion To Matrix3Converts a vector4, representing a quaternion, to a matrix3 value, representing the same rotation.
RGB To HSVConverts RGB color space to HSV color space.
Radians To DegreesConverts radians to degrees.
RainbowGenerates a non-repeating rainbow color ramp by modulating the hue over the range of the parametric coordinate s and using the given saturation and value to compute the HSV color.
Ramp ParameterRepresents a user-editable ramp parameter.
RampsGenerates repeating filtered ramps.
RandomGenerates a random number based on the position in one, three, or four dimensions.
Ray Bounce LevelReturns the current ray-bounce level.
Ray Bounce WeightReturns the amount that the current bounce level will contribute to the final pixel color.
Ray HitThis operator sends a ray from the position P along the direction specified by the direction D, and returns the distance to the object intersected or a negative number if not object found.
Ray TraceSends a ray starting at origin P and in the direction specified by the normalized vector D.
ReflectReturns the vector representing the reflection of the direction against the normal vector.
Reflected LightComputes the amount of reflected light which hits the surface.
ReflectiveSimulates a material with reflective properties and returns the computed color.
RefractComputes the refraction ray given an incoming direction, the normalized normal and an index of refraction.
Refracted LightSends a ray starting at origin P and in the direction specified by the normalized vector I.
ResolutionReturns the pixel resolution of an input.
Rest PositionChecks if the geometry attribute “rest” is bound and, if so, uses it as the rest position for shading.
RingsGenerates repeating filtered rings.
RipplesGenerates repeating ripples.
RotateApplies a rotation by 'angle' radians to the given 3×3 or 4×4 matrix.
Round To IntegerRounds the argument to the closest integer.
Rounded HexesGenerates repeating filtered rounded hexagons.
Rounded StarsGenerates repeating filtered rounded five-pointed stars.
Rust PerforationSimulates a rusty, possibly perforated material.
ScaleScales a 3×3 or 4×4 matrix by 'amount' units along the x,y, and z axes.
ScalesGenerates a scale-like pattern and returns the displaced position, normal, and displacement amount.
Set Matrix ComponentAssigns a value to one of the matrix’s components.
Set Matrix3 ComponentAssigns a value to one of the matrix3’s components.
Set Vector ComponentAssigns a value to one of the vector’s components.
Set Vector4 ComponentAssigns a value to one of the vector4’s components.
Shading AreaComputes the shading area of the given variable.
Shading DerivativeComputes the derivative of a given variable with respect to the s or t parametric coordinate.
Shading Layer ParameterCreates a parameter to appear in the signature of the VEX function defined by the VOP network (VOPNET).
Shading NormalComputes the normal at the location specified by the P position.
ShadowThis shader calls the shadow shader inside an illuminance loop.
Shadow MapShadow Map treats the depth map as if the image were rendered from a light source.
Shadow MatteImplements a shadowmatte shader that occludes geometry behind the surface being rendered.
Sheen SpecularGenerates a color using a specular lighting model with a Fresnel falloff calculation.
Shiny MetalSimulates a shiny metallic material with strong reflective properties.
SignReturns -1 if the input is less than 0, otherwise it returns 1.
Simple Subsurface ScatteringGenerates a color with a non-raytraced subsurface scattering lighting model calculation.
SkinGenerates anti-aliased skin with optional blemish.
SmokeGenerates a material that simulates clouds, smoke, fire, and other gaseous phenomena on small spheres.
SmoothComputes a number between zero and one.
Soft DotsGenerates repeating soft dots.
Space Change To ObjQueries the scene for a geometry object, light or fog object of the given name.
Specular FunctionsGenerates a color using the selected specular lighting model calculation.
Spherical Linear InterpComputes a spherical linear interpolation between its two quaternion inputs, and outputs the intermediate quaternion.
SplatterGenerates a splatter pattern and returns the splatter amount.
SplineComputes either a Catmull-Rom (Cardinal) spline or a Linear spline between the specified key points, given an interpolant (u) in the domain of the spline.
Square RootComputes the square root of the argument.
StoneSimulates a rough, non-descript stone material.
Stone WallSimulates an anti-aliased stone wall.
StripesGenerates repeating filtered stripes.
StuccoSimulates an anti-aliased stucco material, with its typical bumpy surface and light color.
SubnetContains other VOP operators.
Subnet InputAllows the connection of operators outside a subnet to operators inside the subnet.
Subnet OutputAllows the connection of operators inside a subnet to operators outside the subnet.
SubtractOutputs the result of subtracting all its inputs.
Subtract ConstantSubtracts the specified constant value from the incoming integer, float, vector or vector4 value.
Surface ColorGenerates a basic color with a choice of tinting with the point color and/or a color map.
Surface ModelA powerful, highly flexible, general model for surface shading.
SwitchSwitches between network branches based on the value of an input.
Switch Lighting BSDFUse a different bsdf for direct or indirect lighting.
Swizzle VectorRearranges components of a vector.
Swizzle Vector 4Rearranges components of a vector 4.
TextureComputes a filtered sample of the texture map specified and returns an RGB or RGBA color.
Texture 3DReturns the value of a 3D image at a specified position within that image.
Texture 3D BoxQueries the 3D texture map specified and returns the bounding box information for the given channel in the min and max corner vectors.
Texture ModelPerforms a lighting model calculation that generates a color.
Thin FilmSimulates the effect of light reflecting on surfaces with a thin-film coating.
Tiled BoxesGenerates staggered rectangular tiles.
Tiled HexagonsGenerates staggered hexagonal tiles.
TimingReturns the frame range and rate of the given input.
To NDCTransforms a position into normal device coordinates.
TraceUses the vex gather function to send a ray and return with the reflected or refracted colors.
TransformTransforms a vector to or from an object’s transform space, or one of several other spaces, such as world or camera space.
TranslateTranslates a 4×4 matrix 'amount' units along the x,y,z and possibly w axes.
Trigonometric FunctionsPerforms a variety of trigonometric functions.
Turbulent NoiseCan compute three types of 1D and 3D noise with the ability to compute turbulence with roughness and attenuation.
Two SidedGenerates a two sided surface.
Two TonePerforms simple, cartoon-like shading.
Two Way SwitchTakes an integer input.
UV CoordsReturns texture coordinates or geometric s and t, depending on what is defined.
UV NoiseDisturbes the incoming parametric s and t coordinates using anti aliased noise gene...
UV ProjectAssigns texture coordinates based on the specified projection type.
UV Space ChangePerforms various space conversions of 3D positional data for uv shading purposes.
UV TransformTransforms texture coordinates by the inverse of the matrix consisting of the translation, rotation, and scale amounts.
VOP Force Global VariablesProvides outputs that represent all the global variables for the Force VOP network type.
VOP Force OutputSimple output variable for VOP Force Networks.
Vector CastConverts between different vector types.
Vector To FloatUnpacks a vector into its three components.
Vector To Vector4Converts a vector to a vector4.
Vector4 To FloatUnpacks a vector4 into its four components.
Vector4 To VectorConverts a vector4 to a vector and also returns the fourth component of the vector4.
VeinsGenerates an anti-aliased vein pattern that can be used in any VEX context.
Volume GradientCalculates the gradient of a volume primitive.
Volume Gradient from FileCalculates the gradient of a volume primitive stored in a disk file.
Volume IndexGets the value of a specific voxel.
Volume Index To PosConverts a volume index into a position.
Volume Index To Pos from FileCalculates the position of a voxel in a volume primitive stored in a disk file.
Volume Index from FileGets the value of a voxel from a volume primitive stored in a disk file.
Volume Pos To IndexConverts a position into a volume index.
Volume Pos To Index from FileCalculates the voxel closest to a voxel of a volume primitive stored in a disk file.
Volume ResolutionGets the resolution of a volume primitive.
Volume Resolution from FileGets the resolution of a volume primitive stored in a disk file.
Volume SampleSamples the value of a volume primitive.
Volume Sample from FileSamples the value of a volume primitive stored in a disk file.
Volume VOP Global VariablesProvides outputs that represent all the global variables for the Volume VOP network type.
Volume VOP OutputSimple output variable for Volume VOP Networks.
Voronoi NoiseComputes 1D, 3D, and 4D Voronoi noise, which is similar to Worley noise but has additional control over jittering.
Water SurfaceSimulates marine water of variable depth and visibility.
WavesSimulates rolling waves with choppiness of various frequencies, and outputs the positional and normal displacements as well as the amount of displacement.
WhileRuns the VOP nodes inside its subnetwork as long as a given condition is true.
Wire PatternReturns float between 0 and 1 which defines a wire grid pattern useful for simulating screens or visualizing parametric or texture coordinates.
WireframeImplements a wireframe shader and outputs the final, lit color and opacity.
WoodSimulates shiny wood grain.
Wood PlankSimulates anti-aliased wooden planks.
Worley NoiseComputes 1D, 3D, and 4D Worley noise, which is synonymous with “cell noise”.