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The Noise node generates smoothly varying
random values, based on an input value.
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This is useful for many things, like creating
random textures, or randomizing values over time.
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The noise can be generated
in one to four dimensions.
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Let's start off by looking at its
simplest form, the 1D mode. Here,
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the noise is generated based on a
single value input, the W field.
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If we look at the Color output of
the noise with a given W value,
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we see a constant color. Changing
this input smoothly varies the color.
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The Noise node also gives us a Factor output,
which is a single random value. We can use this
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to our advantage, and animate the W parameter, to
generate values that randomly change over time.
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It's difficult to see the shape of the noise
in this way, so instead, we can feed it an
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input that varies throughout space. Here
we see the noise varying over the X axis.
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There are a few parameters that allow
us to change the noise characteristics.
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The scale parameter, simply multiplies the
W input, changing its slope, and therefore
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the size of the noise. It's notable that
because the scale multiplies the input,
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the resulting texture will
be smaller at higher scales,
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and larger at lower scales. We covered this
inverse relationship in the Vector Math chapter.
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To understand the detail parameter, we
have to look at how the noise is generated.
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Setting the detail to zero reveals a smooth
noise, and this smooth noise is actually the
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only thing the noise function can generate.
Rougher noise textures are generated by
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overlaying multiple of these smooth noises
of different scales on top of each other.
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The detail parameter controls how many of
these noises are generated and overlaid.
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Each unit of Detail corresponds to one additional
noise level. Each level has a scale parameter that
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is twice that of the previous level, meaning that
each level is half as big as the previous one.
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When gradually increasing the detail, between
integer values, the next level of detail gets
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gradually stronger, from no influence to its full
influence when reaching the next integer value.
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Note that each additional level of
noise makes the computation heavier,
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so you always want to use as low a detail level as
you can, while still getting the effect you want.
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Additionally to each level
being smaller than the previous,
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each level also has a progressively smaller
amplitude, which is controlled by the roughness
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value. The default value of 0.5 means that
each level will have half the amplitude of
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the previous level. Setting this higher gives more
and more influence to the smaller noise levels,
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until reaching one, where all levels have the
same influence. Conversely, lowering the roughness
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gives less influence to the smaller levels, until
reaching zero, where only the very first level has
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any impact on the noise, resulting in effectively
the same thing as setting the Detail to zero.
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Lastly, the Distortion parameter distorts the
result by adding a noise to the input value,
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before feeding it back into the main noise
function. It's like calculating a noise
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based on a noisy input. This pre-noise,
consists of only the lowest noise level,
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meaning that it acts as a noise with the same
scale as the main noise, but with the Detail
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set to zero. Personally, I don't find the
distortion parameter particularly useful,
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as in most cases, when distortion is desired,
adding another custom noise to the input is a
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better option, giving more control, and allowing
the distortion noise to have different parameters.
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As for the other noise modes, setting it to 2D,
changes the W input to a Vector. This gives us
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a noise that varies along two axes. Note that only
the X and Y components of the vector will be taken
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into account, so applying this to a 3D object
will result in a constant output along the Z axis.
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Note that this is the texture coordinate's Z axis,
which doesn't have to be aligned with the scene
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or object space Z axis. You can always rotate the
coordinates before passing them to the Noise node.
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Changing it to 3D will cause the noise to vary
along all three Vector axes. This is probably the
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most common mode of the Noise node, as Blender
is a 3D application after all, so this is also
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the default mode. There is something special to
note. If we apply a 3D noise onto a 2D object,
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like a plane, the Z coordinate seems redundant,
as we get the two required axes of variation from
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the 2D mode just as well. However, if we want to
animate the noise, so that it changes over time,
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but without moving in a particular
direction, we can just animate the Z axis.
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Think of it as if the plane is taking a
slice of a noise that exists in 3D space.
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Like a cross sectional view of the noise. We can
see this well if we apply the noise to a 3D object
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and move it along the Z axis. Notice how on
the sides of the cube the noise is simply
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moving vertically, while on the top, the
noise is morphing, without moving in any
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particular direction, as the surface is
perpendicular to the direction of motion.
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This is very useful for animated noise, but what
if we want to animate a noise on a 3D object?
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Well, that's why we have the 4D mode. Just
like the plane was a slice of a 3D noise,
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in this mode, our 3D object represents a slice of
a noise that exists in 4D space. We control this
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fourth dimension with an additional W parameter,
which allows us to make an animated 3D noise.
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Taking a closer look at the noise's
Color output, we find that it's just
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composed of a separate noise pattern for
each channel. And it's also good to note
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that the Factor output is actually just the
noise pattern generated for the Red channel.
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