Lack of Procedural Noise functionality in Karma Materials

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Hi Everyone,

I was hoping there would be an update on that front in H21, but since it didn't - I need to ask around to get this:
Why does the Karma Material Builder have such a limited choice of noises and tools?

The noise nodes don't even offer layering (fractal), no Warping, no Alligator Noise, no Sparse Convolution.
All noise types (Perlin, Worley) are incredibly limited and creating something a bit more complex would need you to basically build new noises yourself by connecting 5-10 Nodes minimum (Why is there no fractal layering?).
This is especially confusing considering the Noise nodes (Like Attribute Noise) have so many options. Plenty of noise types, with fractal and warping functionality. In VOPs there are 10 Noise nodes, each packed with functions. Same in COPs. But in the material builders - nothing even close.
I understand the limitations staying in the clean USD framework (Using USD Material Builder). But the Karma Material Builder should provide some of noise tools we know for years in other contexts, right? (I understand VEX Shaders arent' supported anymore and I assume all noise functions are VEX based. But math is math. Can't you rewrite them for USD?)
I understand I can import a lot from COPs, but what about 3D Noises? And why can't I have at least some of it natively in the shading environment?

What am I missing? Why is nobody else confused about this? Why aren't there more questions online about it? Is nobody using procedural noises in Shading anymore? How are you creating complex procedural materials? I am really confused about this. It seems like such a massive gap in a shading pipeline right now. Every renderer under the sun comes with a big pack of noise tools. Yet in the Karma Material Builder there is almost nothing. Please tell me what I'm missing.

Thanks!
Edited by ChrisBohm - Aug. 27, 2025 13:25:56
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If you’re fine sticking with KarmaCPU then use the VEX Material Builder. My limited understanding is that the Karma Material Builder is meant to work for CPU and XPU meaning it filters to only Mtlx + Karma nodes. VEX nodes are fine with CPU as far as I know.
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True,that's a big problem.
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This lack of procedural noises was a surprise and disappointment to me too. Sure, you can build variation with some math and manipulation, but some more varied base noise as Chris suggests, would be so helpful.
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Thanks for the answers. Seems I'm not alone, good to know. I guess for now I stick to COPs or VEX Materials, hoping SideFX will improve the options on that front.

Maybe sending in a ticket will help...
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ChrisBohm
All noise types (Perlin, Worley) are incredibly limited and creating something a bit more complex would need you to basically build new noises yourself by connecting 5-10 Nodes minimum (Why is there no fractal layering?).

I implemented Alligator noise a while back in mtlx nodes, and it was over 1500 nodes.
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