Houdini 22.0 Nodes Copernicus nodes

HeightField Strata Copernicus node

Adds sedimentary layering patterns to a HeightField.

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This node generates noise patterns that resemble layers of rock or sediment that have built up from deposits over time. This node can generate multiple layers of strata, with varying tilt and rotations.

Parameters

Mask

The amount of strata noise to mix into the input height layer.

Blend Mode

Specifies how the strata layer is combined with the input height layer.

Add

Adds the foreground to the background.

Subtract

Subtracts the foreground from the background.

Multiply

Multiplies the background by the foreground.

Difference

Takes the absolute difference between the foreground and the background.

Maximum

Takes the maximum of the foreground and background.

Minimum

Takes the minimum of the foreground and background.

Output Strata Only

When enabled, outputs only the strata layer, instead of blending the strata with the input height layer.

Range

Amplitude

The multiplication factor for the strata noise applied by the node before the Center adjustment.

For example, a value of 0.5 makes a pixel value of 0.5 become 0.25.

Center

The center of the output strata noise range, which offsets the pixel values.

For example, a value of 0.5 makes a pixel value of 0.5 become 1.

Noise Contrast

The amount of contrast to apply to the noise before the Amplitude and Center parameters. You can use this parameter to make the strata noise more extreme.

Pattern

Noise Type

The underlying noise function that’s iteratively sampled to generate the strata noise.

Simplex

Create Perlin noise on a simplex grid.

Perlin

Create Perlin noise on a regular grid. This type of noise generates more natural results.

Worley Cellular F1

Create Worley noise using its distance to the closest Worley point. This generates a cell-like pattern.

Worley Cellular F2-F1

Create Worley noise using the difference between its second closest and closest points. This generates a cell border-like noise.

White (Random)

Create white noise where each noise element is given a constant, but random value.

Alligator

Create Alligator noise to produce a bumpy output that resembles alligator skin.

Sparse Convolution

Create a type of value noise that smoothly blends values on a regular grid. This type of noise generates natural results that are smoother than Perlin noise.

Metric

When Noise Type is Worley Cellular F1 or Worley Cellular F2-F1, you can define different metrics for computing the distance to a point.

Euclidean

Use the length of the line segment between the two axial points to define the distance between the two points. This can result in circular shapes. See Euclidean distance for more information.

Manhattan

Use the sum of the differences between the two axial points to define the distance between the two points. This can result in diamond shapes. See Taxicab geometry for more information.

Chebyshev

Use the maximum difference between the two axial points to define the distance between the two points. This can result in square shapes. See Chebyshev distance for more information.

Worley Jitter

When Noise Type is Worley Cellular F1 or Worley Cellular F2-F1, this is the amount of random noise to add to each point’s position on a grid. The random noise is added before the Worley noise measures the distance to the points.

Note

Values greater than 1 may produce artifacts as they can jitter past the search radius

Units

The unit of measurement to control the strata noise pattern.

See Spaces for more information.

Element Size

The size of the basic element of the strata noise in image or local coordinates (determined by the Space). You can turn on the Per-Component Controls button to adjust this further using the Element Scale parameter.

Element Scale

When the Per-Component Controls button is on, this is the per-axis scaling of the element size for anisotropic noise.

Offset

An offset for the entire noise function in image or local coordinates (determined by the Space parameter).

Strata Size

The thickness of the strata.

Strata Offset

The offset of the strata.

Tilt

The angle of the strata in degrees. When set to zero, the layers are perpendicular to the height. If increased, the layers cut across the height.

Rotate

The rotation of the strata about the Origin.

Origin

The center of rotation of the strata in image or local coordinates (defined by the Space parameter).

Add Layers

When enabled, adds numerous additional Layers of strata noise, with randomly varying orientations.

Layers

When Add Layers is enabled, the number of additional layers of strata noise to add.

Roughness

When Add Layers is enabled, the amount to scale the amplitude of each successive strata noise.

Tilt Variance

When Add Layers is enabled, the maximum amount in degrees to vary each additional strata from the set Tilt.

Rotate Variance

When Add Layers is enabled, the maximum amount in degrees to vary each additional strata from the set Rotate.

Seed

When Add Layers is enabled, the random seed used to vary the orientation of the additional strata layers.

Base Height Influence

Controls how much the baseheight input affects the pattern of the strata.

Fractal

Fractal Type

How to accumulate successive layers of noise to create finer-scale details.

None

Don’t add any additional layers of noise.

Sharp

Add sharp layers of noise.

Dampened

Add dampened layers of noise.

Terrain

Add smoother layers of noise resembling terrain.

Hybrid Terrain

Add smooth layers of noise that are sharpened at the peaks resembling rocky terrain.

Max Octaves

The number of times the noise is scaled and layered on top of itself.

Lacunarity

The amount to scale the noise for each iteration.

Octave Offset

The amount to offset the noise for each iteration.

Roughness

The amount to scale the amplitude of each successive noise.

Post Processing

Note

The node applies the post-processing operations in the order they're listed.

Fold

Sets the noise values to the absolute value. For example, a pixel value of -2 becomes 2.

Note

This parameter doesn’t impact the output when there’s only positive values.

Complement

Sets the pixel value x to 1 - x.

Note

This method works for values in the 0 to 1 range. For images outside of this range, using Complement results in negative or out of range values.

Bias

The amount to pull the medium grey values (around 0.5) towards zero (if Bias is less than 1) or one (if Bias is greater than 1). A bias value of 0.5 doesn’t affect the values.

Gain

The amount to pull the medium grey values (around 0.5) together, while values around 0 and 1 are pulled apart. A gain value of 0.5 doesn’t affect the noise values.

Gamma

The overall gamma of the generated noise. Values greater than 1 increase the range of values in originally bright areas, which darkens the noise. Values less than 1 stretch out the range of values for originally dark areas, which increases the overall brightness of the noise.

Contrast

The amount to expand or shrink the overall range of tonal values. Each noise value is pushed towards (if Contrast is less than 1) or away from (if Contrast is greater than 1) medium grey values (around 0.5).

Note

This is not the same as Noise Contrast, which appears in some noise nodes and applies contrast during the noise function.

Clamp Minimum

Clamps values below the specified threshold.

Clamp Maximum

Clamps values exceeding the specified threshold.

Inputs

height

The height layer to add strata to.

baseheight

An optional layer of additional height to deform the strata patterns.

mask

An optional per-pixel mask amount that’s scaled by the Mask parameter.

Outputs

height

The resulting height blended with the strata.

See also

Copernicus nodes