Extended Noises

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Extended Noises by Jens Kafitz



Extended Noises are duplicates of noises & procedurals that ship with MARI but have been modified or

extended in MARI Extension Pack 4 .


The following Noises exist as Extended Versions:


Extended Noise List


















New options in Extended Noises


The following features have been added to all Noises listed above:



General


Clamps the noise calculation to a 0-1 range.

Color A/B are applied after the Clamping, so you can still set values above 1 if you choose to

however by clamping the Noise calculation the color mixing between the two colors works more

reliably. In general this should be left on.


Space


By default these procedurals are generated in 3D World Space. This results in a seamless noise across UV seams.

By turning on UV Space the procedurals are generated based on UVs, resulting in seams between UV tiles/UDIM & shells.


Utilizing Transform Controls such as Scale (see below) you can apply a non-uniform transform to the procedural

to make use of specific UV layouts.


Affects the transformation pivot for UV Transforms when in UV Space


With PerUDIMPivot on all transformation will be performed with a pivot at the centre of each UDIM.


With PerUDIMPivot off, transformations for all UDIMs share one common pivot at the base of UDIM 1001.

This will ensure seamless textures across UDIMs when your UV Shell is scaled up and covering multiple UDIMs.

without a cut inbetween.



UV Transformations applied to multiple UDIMs with perUDIM Pivot On (left) and off (right).

                                                       

Transform Scale


Will apply a scale along X,Y or Z to your noise. This is useful for creating patterns like woodgrain, drips etc.

When UV Space is turned on Scale Z is ignored.

Transform Rotate


Will apply a rotation in X,Y or Z to your noise. When UV Space is turned on Rotate X & Rotate Y are ignored

and rotation is done around the center of each UV Tile/UDIM using Rotate Z.

Transform Translate


Will apply an offset in X,Y or Z to your noise. When UV Space is turned on Translate Z is ignored.




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