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Mask by Noise

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Creates a mask from noise. Internally uses the vertLab Attribute Noise modifier.

Settings

Mix

Mix generated mask with existing one.

  • Blend Mode: Blend mode with existing mask:
    • Disable: Disable blend.
    • Replace: Replace A with B.
    • Multiply: Muliply A by B.
    • Add: Add B to A.
    • Min: Minimum value of A and B.
    • Max: Maximum value of A and B.
    • Screen: Brighten A using the brightness of B.
    • Overlay: Brighten/darken A using values above/below 0.5 on B.
    • Divide: Divide A by B.
    • Subtract: Subract B from A.
  • Opacity: Opacity of blend.

Noise Settings

  • Noise Type: Type of noise to generate:
    • fBM.
    • Voronoi Distance.
    • Voronoi Cells.
    • Multifractal.
    • Hybrid Multifractal.
    • Ridged Multifractal.
  • Voronoi Type: Voronoi feature to compute:
    • F1: Distance to closest point.
    • F2: Distance to second closest point.
    • Edge Distance: Distance to edge of voronoi cell.
  • Distance: Distance metric:
    • Euclidian: Euclidian distance (actual 3d distance).
    • Manhattan: Manhattan distance, separates distance components and adds them together.
    • Chebychev: Chebychev distance, separates distance components and chooses largest.
    • Minkowski: Minowski distance.
  • Feature Size: Size of the largest features in the noise.
  • Offset: Offset the noise W position. Effectively a smooth transition between seeds.
  • Detail: The number of noise octaves. Higher values give more detailed noise but increase render time.
  • Roughness: Blend factor between an octave and its previous one. A value of zero corresponds to zero detail.
  • Lacunarity: The difference between the scale of each two consecutive octaves. Larger values corresponds to larger scale for higher octaves.
  • Octave Offset: An added offset to each octave, determines the level where the highest octave will appear.
  • Gain: An extra multiplier to tune the magnitude of octaves.
  • Exponent: Exponent of the Minkowski distance.
  • Randomness: Randomness of Voronoi points.

Distortion

  • Scale X: X Scale applied to noise coordinates. Useful for directional noise such as wood grain or rock strata.
  • Y: Y Scale applied to noise coordinates. Useful for directional noise such as wood grain or rock strata.
  • Z: Z Scale applied to noise coordinates. Useful for directional noise such as wood grain or rock strata.

Normal Warp

  • Normal Warp: Amount to use normals to warp the noise. Turning this to 1 will ignore position and use only normal.
  • Normal Blur: Iterative blur for normals, use to smooth out the normal warping.

Noise Warp

  • Warp Amount: Amount to warp the noise.
  • Feature Size: Size of the largest features in the distortion noise.
  • Offset: Offset the noise W position. Effectively a smooth transition between seeds.
  • Detail: The number of noise octaves. Higher values give more detailed noise but increase render time.
  • Scale Effect: How much non-uniform scale is applied to the warp noise.

Values


Histogram

  • Invert.
  • Splits: Create a saw-tooth banding effect. This value corresponds to the number of bands applied.
  • Fold: Invert values above/below a threshold. Another method of creating a banding effect. Can be used to remove the abrupt changes in values caused by splits:
    • None.
    • Peaks: Invert values above a threshold.
    • Valleys: Invert values below a threshold.
  • Threshold.

Contrast

  • Gamma: Adjust gamma (power) of values.
  • S-Curve: Intensity of S-curve applied to value. 0 = linear, 1 = maximum S-curve, -1 = maximum negative S-curve.
  • S-Curve Midpoint: Shift the inflection point of the S-curve.
  • Interpolation: Interpolation used for values:
    • Linear: Linear interpolation.
    • Smooth Step: Smooth Hermite edge interpolation (increases contrast).
    • Smoother Step: Smoother Hermite edge interpolation (further increases contrast).