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  • Published 13 May 2019

Add more noise type nodes

Not entirely sure if I am missing something but let me know if I am wrong saying we only have 4 types of noise texture nodes? Noise, Musgrave, Wave, Voronoi. Coming from C4D I was used to having several and it makes your life way easier and some results are not possible with the current noise types. Substance Designer has several too but I think in that department they could do better as some of them don't have scale control etc... I was thinking it would be amazing to have a wider array of noise types and expand the possibilities in the procedural department. The image attached contains a few of C4D noise types but I think it has many more.

023766.jpg

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Development Status: In Development

Upvote 740 Downvote 12
Luis.Burdallo
13 May 2019

71 Comments

davidwallmann1983

yes, blender needs more and real 3d noises with evolution slider for easy animation and variation :) but the best thing would be to combine them in one node.

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Luis.Burdallo Author

Replied twice

Luis.Burdallo Author

@davidwallmann1983: Yeah that's a good point. If they ever spend time in this area, having an evolutions slider, would be amazing.

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Luis.Burdallo Author

@Craig Jones: It doesn't need to be added as a priority for now but it would be something that could improve the procedural area a lot.

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nubnubbud

@davidwallmann1983: +1 for evolution sliders. made my own post about just that, but if we were to get a lot of noise types, It would be remiss to not let them animate.

sliders. blender.community/c/rightclickselect/klcbbc/ <this is just in case they forget to add evolution

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Vyach

There is plenty of random noises in Blender. But not much procedural patterns with even spot-distribution and with similar sized but not equal spots. So I suggest to add more such textures. I mean those without rectangular grid. And some math/examples here:

Reaction diffusion (animal spots) {attachment 7721933jpg} {attachment 7733633jpg}

Turing model for leopard spots {attachment 7742335jpg}

These kind of textures would be useful for particle destribution too

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momotron2000

* @ Vyacheslav * I LIKE IT!!!

martiner2808

Why nobody talks about seamless noise? This is an extremely useful feature. I think that all the noise in Blender should be able to become tiling.

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Luis.Burdallo Author

@Axel Mening: Can you show us what you mean? Never found seams using Blender noise nodes.

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martiner2808

@luisburdallo: I mean Blender noise is not seamless, when you try tilin it. In the noise there are no seams. You just can't tiling it without seams.

<img src=' s33.postimg.cc/x3q7jp6vz/screen.png' border='0' alt='screen'/></a>

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Luis.Burdallo Author

@Axel Mening: Where are those noises from? How did you create them?

martiner2808

@luisburdallo: Thi is blender textures with little contrast (Color Ramp) :)

Musgrave Texture, Noise Texture and Voronoi texture. I need a seamless noise generator for create seamless textures, for use them in other programs and game engines.

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Luis.Burdallo Author

@Axel Mening: Honestly, I don't even know how to do that. I have always used the mapping node. That looks like rasterized textures.

Luis.Burdallo Author

.....

martiner2808

@luisburdallo: Externally for my case. But there are many cases where such textures are needed in Blender.

Luis.Burdallo Author

@Axel Mening: I see what you mean now. If there are many cases where you would need such pattern textures I think that is a perfect candidate for another separate proposal as you might need to provide that information for users and devs to have a look and evaluate how important it might be by voting.

mistajolly

@Axel Mening:

FYI I've added patches for seamless Voronoi and Gabor. developer.blender.org/D3743 developer.blender.org/D3495

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Luis.Burdallo Author

@mistajolly: Amazing thanks a lot.

martiner2808

@mistajolly: it is very promising, thank you!

northgoingzak

* @Axel Mening * I made a video on how to make all of the procedural textures in Blender seamless procedurally! The project file as pay what you want on my Gumroad. :) I agree though this would be great as it would be a huge step towards better texture creation in Blender and direct implementation without my workarounds could be much more efficient computationally. https: // www.youtube.com/watch?v=d2A_38Ot-cw&t=571s

gumroad.com/l/USbb

kram1032

* @Axel Mening * it's a bit overly complex but it's actually possible to do seamless noise in Blender using a node setup.

Here's the result: imgur.com/D2HlYnH

And here's the setup: imgur.com/YgUbY2i

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snieb

I'm all for including more noise primitives if they are genuinely different & useful (mentioned in this thread: Reaction-Diffusion/Turing, Gabor/Wavelet, Anisotropic, ...), and maybe something less mathematically principled but useful for realisitic-ish styles (e.g. scratches).

When it comes to more directly applicable, "set-and-forget" noises, I think the biggest question is, which of these really need a special implementation as a node in Eevee/Cycles, and which can be achieved by combining simpler noise nodes? As an excellent demo for this, take Simon Thommes's Noise-P node pack, which seems to achieve results very similar to quite a few of the C4D noises above:

Imgur

youtu.be/K91OKfeUT34
gumroad.com/l/NOISE-P (CC0, pay-what-you-want)
The upcoming asset manager should make importing custom node groups like these easier. (Perhaps they could even be included by default? :3)

I suspect that many of the noise algorithms above are just combining the usual primitives (Perlin/Simplex/"Noise", Worley/Voronoi, White) which are already in Blender. So - assuming that the asset manager will make it convenient - the only question for those is whether a special hard-coded node would be significantly faster.

On the other hand, some noise types might be straight up be impossible* to achieve (or too hard to approximate well) by combining the nodes Blender has so far, and would need a special node implemented right into Cycles & Eevee.
(Unless you're willing to enable OSL in Cycles , which does let you code/import custom shader nodes right inside Blender. So improving OSL support & performance would be another route to make more noise types available, without having to clutter the engine code with complex, non-mathematically-principled, artistically opinionated nodes.)


  • One limitation of Blender's shader node pipeline that it is "local to a single pixel" and can't affect any neighboring pixels - which is e.g. also why a true "blur" effect node like in Compositor nodes is impossible, afaiu.
10
JulianH

May be outdated, but Bercon Noises/maps were pretty sweet when I used Vray back in the day. They are open sources under Apache 2.0 license here Chaos Group did compile them for Maya, they where hidden in a Vray plugin menu. So not 3ds max specifics.

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Luis.Burdallo Author

@Julian Horlaville: Interesting. Thanks for sharing. I wonder if the Blender devs already had a look at this proposal and if they already have a plan otherwise its a good addition for them to check out.

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MetinSeven

I’d love to see a realistic procedural scratches material, similar to the one in Keyshot: luxion.atlassian.net/wiki/spaces/K8M/pages/312017346/Scratches

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14arianuddin

What about hexagonal or triangular tiles for the brick texture node?

4
Emi_Martinez

4 years of this request and is still " In Development" ??? =(

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mcolinp

This would be a great enhancement.

3
SpookyDoom

Getting back into Substance Designer reminded me that this request is also still open. :D The basics of Substance Designer actually wouldn't even be too far away with a few nodes and the majority of noises. The most important thing would be to include the noise types and to ensure they are actually tileable.

That would be dope! Substance Designer combined with the power of a real 3D modeler (and together with the new geometry nodes).

We really need those noise types. Maybe have the node include a "ensure tilability" if it's a noise type that tiles on integer values. So that the node would snap to Ints but be unlockable for everybody who isn't creating tileable textures.

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voidium

here is a youtube video of a guy who have made all 32 C4D noises in one single animated clip: youtube.com/watch

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pipeliner

with Drag n Drop Modifier coming soon which is #1 here ar RCS what is the current status of this?

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momotron2000

* @pipeliner * good question

rex_kungolos

4D noises (aka an evolution slider) is something hugely important as well, although i don't really understand the mechanics of it.

Here's a thread that explains it somehow: blender.stackexchange.com/questions/8138/how-to-animate-noise-texture-seed

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Josephbburg

* @rex_kungolos * This is actually a part of the GSOC this year .

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Josephbburg

Can't you get access to more noise types with OSL? Maybe the best solution is making OSL work with GPUs (if it's possible).

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Luis.Burdallo Author

@Josephbburg: I think OSL for GPU is just too hard to achieve and probably using the current method that works for GPU would be a huge time saver.

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mistajolly

Which noise types that are missing from cycles are the most useful?

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Luis.Burdallo Author

@mistajolly: Hard to say but I know that some things can only be achieved by combining certain types. The combinations multiply exponentially when adding more types. Every single one will give you a good starting point for something specific.

1
camplowell

@mistajolly: There are a few areas of procedural noise that I often find lacking, and would be extremely difficult to achieve without writing a custom noise or an image texture.

Cinema4D's Voronoi 3: Voronoi, but distance from cell border. Should be pretty simple to implement.

Anisotropic noise: A stretched noise texture that doesn't produce artifacts where the anisotropic direction changes.

Substance Designer's Moisture Noise: Splotchy but detailed, resembles mold

EDIT: Just realized we have ridged multi fractal in Musgrave.

Random Scratches: Exactly what it sounds like.

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mistajolly

@camplowell:

FYI I resurrected an old patch for Gabor noise that had been dormant for a while.

developer.blender.org/D3495

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mistajolly

@camplowell: I've also updated an old Voronoi patch which adds back a number of options available in the standard Blender texture.

developer.blender.org/D3503

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camplowell

@mistajolly: Wow! Gabor noise sounds like an insanely powerful tool! I would love to see this in Cycles/EEVEE! Does the proposed patch have options to switch between surface-based and 3D Gabor noise (as seen in graphics.cs.kuleuven.be/publications/LLDD09PNSGC/ )?

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camplowell

@mistajolly: Exactly what I'm looking for in Voronoi, plus even a little more. I was primarily thinking of access to the F2 output of the Voronoi function, but the patch seems even more powerful than that!

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mistajolly

@camplowell:

Just for clarification I've only updated old patches that were already in the patch tracker.

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Luis.Burdallo Author

I was trying to post another picture but it won't let me. Anyone knows how? Maybe that could be a request so we can add images without being the main cover.

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simonstoschu

@luisburdallo: You can use Markdown Syntax . Just write "![image Name](image url)" but you have to upload the image somewhere else.

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Luis.Burdallo Author

@Simon Storl-Schulke: Thanks Simon will try that now.

This is what's available in C4D. C4D_Noise_Types

7
simonstoschu

edit: nvm already said

1
qlegend

Come on Blender, you needs this for procedural control

1
ChrisMac

I would dearly like out of the box Gabor and Hex grid based Voronoi.

Something like Curl Noise/ Curve Advection. This needs loops/iteration to work which shader nodes don't have access to. This would allow for better fluid mixing noise textures, better Jovian style gas giants, more accurate erosion for terrain textures and presumably much more.

Inside current noise: True seamless Tileable noise built in for all 3 dimensions (where possible) and option to seamlessly loop over time (W, 4th dimension).

1
mistajolly

Hi, it would be good to get some artist feedback on Gabor node patch. Either DM me or use the Devtalk thread. This has gone through some iterations so the UI could still need some tweaking. As usual, it is a PR patch build so be careful with files etc. Builds: builder.blender.org/download/patch/PR110802/ Patch PR: projects.blender.org/blender/blender/pulls/110802 Devtalk: devtalk.blender.org/t/gabor-procedural-texture-node/25934 Thanks

1
Kavukamari

if it helps, voronoi with randomness 0 is almost the same as cell noise, you can plug the color output into a white noise node to change the "seed", or, if you set it to f1 smooth, you can get the sort of smoothed cells

1
David-M

Really hope this is implemented well. For maximum benefit these procedurals really need to be...

  1. 4D - Animatable (genuine, not via translation) - This is essential!
  2. Optionally repeatable over time (ie looping).
  3. Optional repeatable over space (ie tiling) so they can be UV mapped onto objects and not have an abrupt region by UV seams.
  4. Have a wide variety of patterns - not just "noise" textures. MODO, as an example, has a good selection of procedurals (eg veins) but I'd like to see even more funky stuff!
1
g.ghatchava

YES, please and lets see this noise as well karlsims.com/rd.html - also check my Submit: blender.community/c/rightclickselect/99O4/

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leenalfalah

Hello every one, i wonder if i can get this noise operator for use it in webgl?

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greensoma

The lyapunov OSL script would be really awesome to have as a native texture to use it in EEVEE

1
moonboots

I think it should have a dirt/dust noise, it would be very useful, with an angle/border option

1
manu.jarvinen

There's some free code for various procedural maps in github.com/Bercon/BerconMaps - if someone is up for porting?

1
snieb

* @Manu Järvinen * Thanks for the GH link; @Julian Horlaville had already posted the same library here. Do you know if it contains primitives that are not already in Blender?

1
DaveLucca

Yes!!!

1
rileybrown704

4D noise has been added. Just curious, are any of these other noise types (given in the example image) planned?

1
snieb

* @rileybrown704 * What C4D calls Cell Noise is just the Color output of a Voronoi node with Randomness=0 in Blender.
I don't think other ones are planned, esp. not under those idiosyncratic names - many of them probably just combine simpler noise primitives under the hood, anyway. See e.g. Simon Thommes's version of "Cranal noise" in Blender in my post upthread .

2
moor

Yey it will be great to have more noise types.I hope that will see them soon.Maybe in 2.81 :)

1
ivilation

Hello, sorry for my rudeness, but i want to ask about my problem, i checked the whole internet and i couldnt find an answer. (When i press on cycles render, blender stop working instantly and crash immediatly??) If anyone have a fix for my glitch/bug please contact me.

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Luis.Burdallo Author

* @ivilation * You better

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benjamin.mueller

I know, I am Kind repeating a question, but what are the most useful ones for you and why? What exactly are the Applikation for the ones you'd like to include? Please describe.

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Blenderon

This would be great addition for quick procedural noise.

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Luis.Burdallo Author

@cyseal1: Yes I think having more options will help to make the procedural area more competitive now that EEVEE is coming.

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Luis.Burdallo Author

repeated comment.

1
Luis.Burdallo Author

Does anybody know how I can remove these comments?

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