Burlap
VEX node
Generates a burlap displacement pattern useful for simulating rough cloth or weave patterns.
See also: Displace Along Normal, Global Variables, Scales, UV Project
This operator generates a burlap displacement pattern useful for simulating rough cloth or weave patterns.
The Frequency parameter determines the density of the fibers, while Roughness controls the fiber coarseness. The Height parameter gives the pattern more or less depth. The Offset parameter shifts the whole pattern along the connected parametric directions.
Typically, this operator will be used in a displacement shader, with both outputs piped into the corresponding inputs of the Output 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 parametric coordinate inputs s and t are not connected, the global variables by the same names will be used instead. Usually, you will use the global s and t from the Global Variables operator. Other options include using UV Project and the Shading Layer Parameter. By making s or t constant, you can generate rippled stripes in each parametric direction.
The input normal (nN) should be normalized if explicitly connected. Usually, you will not need to touch “nN” unless you want to apply an additional displacement using an operator such as Cavities or Bump Noise.
Usages in other examples
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