Fractal Noise 3D Copernicus node

Generates fractal noise from 3d locations.

This operation generates a noise pattern using a fractal approach. The same underlying noise is sampled at increasing frequencies and mixed together.

The source location is not the pixel’s image coordinates, however, but its world coordinates.

Parameters ¶

Signature

The layer type that the source accepts.

Range ¶

Amplitude

Overall scale of the noise, applied before the center adjustment.

Note that layers can store negative numbers and values above one, so this may result in out of bound values, a Clamp COP can be used to enforce the range afterwards if necessary.

Center

The center of the output noise range.

Contrast

Applies a contrast to the noise prior to the amplitude and center. This can be used to make the noise more extreme without exceeding the `0` to `1` range.

Pattern ¶

Noise Type

This controls the underlying noise function that is sampled iteratively to generate the fractal noise.

Simplex

Perlin noise on a simplex grid.

Perlin

Perlin noise on a regular grid.

Worley Cellular F1

The worley noise’s primary distance value. This is the distance to the closest worley point. This creates a cell-like noise.

Worley Cellular F2-F1

The difference between the second closest and closest points in a worley noise. This results in a cell border-like noise.

White (Random)

Each noise element is given a constant but random value.

Per Component

Compute a separate noise for each channel of the output. If not set, the output will be grayscale even for non-Mono layers.

Metric

Worley noises can define different metrics for computing the distance to a point.

Euclidean

The usual L2 distance metric. This results in circular shapes.

Manhattan

The maximum of the two axial distances, this results in diamond shapes.

Chebyshev

The sum of the two axial distances. This results in square shapes.

Element Size

The size, in image coordinates, of the basic element of the noise.

Element Scale

Per-axis scaling of the element size for anistropic noise.

Offset

Offset of the noise function in world coordinates.

Fractal ¶

Max Octaves

How many times to scale add together the noise.

Lacunarity

The amount to scale the noise for each iteration.

Roughness

The amount to scale the amplitude of each successive noise.

Inputs ¶

size_ref

A representative layer that determines the size of the output image and controls the metadata.

pos

An RGB layer for the position of each pixel to evaluate the noise at.

Outputs ¶

noise

The computed noise

Copernicus nodes

• Generates an image with a 3D illusion.

• Takes the average of all input layers.

• Blends two layers together.

• Start of a block, containing its inputs.

• End of a block, declaring its outputs.

• Compiles a block and produces its geometry representation.

• Applies a blur to a layer.

• Creates a Bokeh effect by expanding each pixel by an aperture shape.

• Finds the bounding rectangle of a mask.

• Brightens a layer.

• Creates a layer in a camera’s space.

• Adjusts the camera properties of a layer.

• Extracts a channel from a layer.

• Combines multiple Mono layers into one multichannel layer.

• Divides a layer’s channels into Mono layers.

• Swaps channels within a multichannel layer.

• Creates an alternating checker pattern.

• Keys an input based on hue, saturation, and luminance ranges.

• Clamps an input layer.

• Creates a mask by comparing two layers.

• Initializes pixels to constant values.

• Arranges input layers into a contact sheet.

• Applies contrast to a layer.

• Converts normal layers between signed and offset.

• Crops a layer to a new size.

• Performs a cross product of two RGB layers.

• Builds a matte from cryptomatte layers.

• Decodes a cyrptomatte into coverage and ID.

• Encodes a coverage and object hash into a cryptomatte layer.

• Denoises an input layer.

• Removes white noise from an image.

• Computes the derivative of the source layer along the x- and y-axis.

• Dilates or erodes a layer.

• Distorts an input layer.

• Performs dot product between two layers.

• Detects edges in the input image.

• Detects varying-width silhouette lines.

• Detects varying-width self-occluding silhouettes.

• Detects varying-width crease-lines.

• Computes distances by solving the Eikonal Equation.

• Equalizes colors by stretching or shifting their range.

• Generates a message, warning, or error..

• Fills empty areas of an image using colors at the edges of non-empty areas.

• Smooths out sharp changes in contrast.

• Loads an image or video from disk.

• Fills a layer with a constant value.

• Flips a layer horizontally, vertically, or diagonally.

• Rasterizes text onto a layer from Type 1, TrueType and OpenType fonts.

• Generates fractal noise.

• Generates fractal noise from 3d locations.

• Applies a mathematical function to a layer

• Applies gamma correction to a layer.

• Converts a 2D volume into a layer.

• Adds glow to an image based on its luminance.

• Converts between RGB and HSV color spaces, or applies hue and saturation modifications.

• Imagines a sphere for each pixel and determines how occluded that sphere is based on its surroundings.

• Converts a height layer to a normal layer.

• Randomly tiles texture.

• Builds a histogram from a layer.

• Creates a mask from an ID layer based on filtering parameters.

• Converts an ID layer to a Mono layer.

• Converts an ID layer to an RGB layer based on a seed.

• Computes a Signed Distance Field from changes in ID values.

• Detects illegal pixels, like NAN and INF, in images.

• Fetches the input to a subnetwork.

• Inverts a layer.

• Runs a block using inputs plugged into this node.

• Summary.

• Applies Kuwhara Filter for Painterly Effects.

• Generates a Layer.

• Converts a Layer into a 2d Volume.

• Lights a layer given a light direction and normals.

• Transform a Layer to match a reference camera.

• Applies a 3 x 3 or 5 x 5 median filter to the input image.

• Mirrors an image based on an arbitrary number of planes.

• Convert a layer to Mono.

• Converts a Mono layer to an ID layer

• Uses a ramp to convert a Mono Layer to RGB.

• Explicitly convertes a Mono layer to an RGBA Layer.

• Computes a Signed Distance Field from an iso-level of a Mono layer.

• Passes inputs to the outputs.

• Converts color spaces using OCIO transforms.

• Applies inference from an ONNX Machine Learning model.

• Executes an OpenCL kernel on layers.

• Collects the outputs of a subnetwork.

• Converts polar coordinate pixels to Cartesian pixels.

• Generates a Position Map.

• Computes the prefix sum of a layer.

• Premultiplies an RGBA layer.

• Applies the preview material to geometry.

• Projects a layer onto a target layer.

• Quantizes input data into discrete steps.

• Converts RBG layers to RGBA.

• Splits an RGB layer into UV and Mono layers.

• Converts RBGBA layers to RGB.

• Splits an RGBA layer into two UV layers.

• Writes the output of a COP network to disk.

• Generates linear and radial ramps.

• Creates a Mono layer with random values.

• Creates a Mono layer with random values.

• Rasterizes geometry onto a layer.

• Rasterizes a layer onto another layer’s camera.

• Prepares geometry for the Rasterize Geometry COP.

• Remaps a layer.

• Performs image scaling by changing the width, height and pixel sizes.

• Modifies the values for a Mono SDF layer.

• Combines two Mono SDF layers.

• Builds a 2D signed distance field of a selected shape.

• Converts an SDF field to a Mono image layer.

• Converts an SDF field to an RGB color layer.

• Imports SOP Geometry into Copernicus.

• Segment a layer into connected components.

• Segment a Mono layer into bands of similar value.

• Blends multiple image inputs by a blend factor.

• Import live layers from the Solaris Viewport.

• Converts a height layer into a direction layer.

• Smoothly fills a region of a layer.

• Stamps layers from point positions.

• Outputs the average, minimum and maximum values of the input layer

• Compute statistics for each ID island.

• Streaks an image, adding a motion blur effect.

• Used to organize a collection of COPs into one node.

• Selects an input layer.

• Selects an input based on what is connected.

• Selects an output layer by the type of the inputs.

• Generates rectangular tiles for texture patterns.

• Transforms a layer in 2D.

• Transforms a layer in 3D.

• Generates a UV Map.

• Creates a UV Map for each connected ID island.

• Samples an input layer using a UV layer.

• Transforms the values of a UV layer in 2d space.

• Converts Cartesian coordinate pixels to polar coordinate pixels.

• Joins an UV and Mono layer into an RGB layer.

• Joins two UV layers into an RGBA layer.

• Transforms values of an RGB layer in 3d space.

• Performs a wipe transition between two images.

• Generates Worley noise.

• Generates Worley noise from 3d locations.

• Runs a VEX snippet to modify layer values.

• Composites two layers by depth.