Noise
Bends the normals of a mesh with noise, so its surface looks rough or wavy.
Outputs
| Name | Type | Description |
|---|---|---|
| Mesh Output | Mesh | The mesh with its normals changed. |
Inputs
| Name | Type | Description |
|---|---|---|
| Mesh Input | Mesh | The mesh to work on. It needs normals. |
Parameters
| Name | Type | Description |
|---|---|---|
| Noise Transform | Transform 3D | Moves, turns and scales the noise pattern over the mesh. Scaling it up gives finer detail. |
| Strength | Float | How far the normals are pushed towards the noise, from 0 for unchanged to 1 for fully noise. |
| Rotation | Float | Turns the noise pattern in place. Animate it to make the noise churn without moving. |
| Repetition | Vector 3 | The distance after which the pattern repeats along each axis. 0 does not repeat. |
Noise makes a surface look rough, wavy or organic without moving a single vertex. It only changes the normals, which are the directions the surface faces for lighting, so the shape stays the same while the light plays over it as if it were bumpy. To move the vertices as well, follow it with Move, which pushes every vertex along its new normal.
The strength blends between the original normals and the noise. Small values give a gentle ripple, and 1 gives normals that follow the noise alone. The noise transform sets where the pattern sits and how big it is. Scaling it up shrinks the pattern on the mesh for finer detail, and moving it slides the pattern across the surface. The rotation turns the pattern on the spot, which is the easiest way to animate it.
The repetition makes the pattern tile after the given distance along each axis, which keeps it seamless on shapes that wrap around, such as a sphere. A mesh without normals passes through unchanged.
Keywords: bump, perturb, normals, rough, wavy, organic, turbulence