Doc > Nodes > SOP > Noise
Applies a noise to the geometry
Description
The noise can affect any attribute, not just the position.
Parameters
Name | Type | Description |
---|---|---|
amplitude | float | noise amplitude |
tamplitudeAttrib | boolean | toggle on to multiply the amplitude by a vertex attribute |
amplitudeAttrib | string | which vertex attribute to use |
freq | vector3 | noise frequency |
offset | vector3 | noise offset |
octaves | integer | noise octaves |
ampAttenuation | float | amplitude attenuation for higher octaves |
freqIncrease | float | frequency increase for higher octaves |
seed | integer | noise seed |
useNormals | boolean | toggle on to have the noise be multiplied by the normal |
attribName | string | set which attribute will be affected by the noise |
useRestAttributes | boolean | toggle on to use rest attributes. This can be useful when the noise is animated and this node does not clone the input geometry. Without using rest attributes, the noise would be based on an already modified position, and would therefore accumulate on itself after each cook. This may be what you are after, but for a more conventional result, using a rest attribute will ensure that the noise remains stable. Note that the rest attribute can be created by a RestAttributes node |
restP | string | name of rest position |
restN | string | name of rest normal |
operation | integer | operation done when applying the noise (add, set, mult, subtract, divide) |
computeNormals | boolean | toggle on to recompute normals if the position has been updated |