Produces a surface displacement that simulates small surface damage using anti-aliased noise of various frequencies.
This operator produces a surface displacement that simulates small surface damage using anti-aliased noise of various frequencies.
The Displacement Scale (scale) input determines the amount of overall
displacement of each frequency set. A positive scale will produce dents,
such as concrete holes and smallpox scars. A negative scale will
generate bumps, such as skin rash or stucco.
As an example, the following values will generate a pitted look. To
simulate pitted metal, for instance, pipe the Displaced Normal (dispN)
output into the N input of the Shiny Metal operator, and the resulting
metal color into the Cf input of the Output operator.
freq amp chip scale
-------------+----+-----+-----
0.5,0.5,0.5 1 0.01 0.2
Typically, this operator will be used in a displacement shader, with
both disp outputs piped into the matching inputs of the Output Variables
operator. Alternatively, it can be appear in a surface shader, in which
case the displaced normal would be normalized and then connected to the
nN input of the Lighting Model operator.
If the Position (P) input and the Normal (N) input are not connected,
the global variables by the same names will be used instead. Typically
you will use Rest Position or UV Space Change as inputs for P, and
will not touch N unless you want to apply additional displacement to
the surface using an operator such as Bump Noise. If you need to access
the global variables directly, they are available from the Global Variables operator.