Crackle VEX node
Returns 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.
See also: UV Coords, Cellular Noise
This operator uses the frequency as the input for 2 Cellular Noise vops. The frequency is doubled for the second Cellular Noise and the output scaled by the secondary contribution. The 2 results are added together and fit into a 0 to 1 range. It can be 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 color or other parameters. Crackel can also be used in the surface shader to choose color or affect the color intensity when displacement is not needed or desirable.
Inputs
|
s |
S coordinate. This should be connected to the s output of uvcoords. If it is not connected, the global s will be used instead. |
|
t |
T coordinate. This should be connected to the t output of the uvcoords. If it is not connected, the global t will be used instead. |
|
Crack Frequency |
The frequency of the crackle pattern. Higher value result in a finer grain. This value is doubled for the secondary Cellular Noise. |
|
Crack Width |
The width of the crackle lines. Default is 0.1. |
|
Crack Softness |
The softness of the crackle lines. Default is 0.2. |
|
Secondary Contribution |
This controls the contribution of the secondary cracks. Default is 0.2. |
Outputs
|
sum |
A number between 0 and 1. |
Examples
Usages in other examples
| Example name | Example for | |
|---|---|---|
| FurBallWorkflow |
Fur surface node |