Noise
Intro
Generate noise patterns to deform Shapes or generate values.
UI
Strength Fade to Zero - When checked, Strength (including Falloffs) will interpolate between 0 and the result. When unchecked it will interpolate between the Minimum and Maximum values.
Use Normals - When checked, deformation will be based on the normals of the Shape. When unchecked, points are scaled from the middle of the shape. This attribute is only relevant when the Noise Behaviour is used as a Deformer.
Noise Type - Set the type of noise to generate:
Common Noise Attributes
All Noise Types include these attributes:
- Minimum - Set a minimum value to output.
- Maximum - Set a maximum value to output.
- Offset - Add/subtract a value to the output(s).
- Frequency -
- Separate Channels - Output a different value to the x, y channels.
- Seed - Set the random seed.
- Stagger - Offset each noise sample in time. When used with a Duplicator (or any sub-mesh), a different Time value will be passed to each Id.
- Looping - Check to enable looping noise. Note that this will affect the Time Scale of the Noise.
- Loop Length - Set the number of frames over which a loop will occur.
- Time - This attribute is automatically connected to the comp's frame number. Disconnect it if static Noise is required.
- Time Scale - Increase/ decrease the speed of the noise.
- Noise Position - Set the position of the noise.
- Noise Rotation - Set the rotation of the noise.
- Noise Scale - Set the scale of the noise.
- Use Position Context - When checked, the effect of the Noise will differ depending on the position of any other Layers that it is connected to. Unchecking this attribute will result in all Layers being passed the same values regardless of their position.
- Use Index Context - When checked, the Noise Behaviour will pull Context. This can be used to control how each Id is affected when used in combination with a sub-mesh (Duplicator, Text, SVG etc). Unchecking this attribute will result in all Layers being passed the same values regardless of their Id.
Cellular
Create cellular patterned noise.
- Common Noise Attributes +
- Jitter -
- Distance Function -
- Euclidean -
- Manhattan -
- Natural -
- Cellular Type -
- Cell Value -
- Noise Lookup -
- Distance 2 -
- Distance 2 Add -
- DIstance 2 Sub -
- Distance 2 Mul -
- Distance 2 Div -
Cubic
Create cubic patterned noise.
- Common Noise Attributes +
- Octaves -
- Lacunarity -
- Gain -
- Curl Noise -
- Curl Amount -
Simplex
A type of gradient noise.
- Common Noise Attributes +
- Octaves -
- Lacunarity -
- Gain -
- Curl Noise -
- Curl Amount -
Value
A lattice of points which are assigned random values.
- Common Noise Attributes +
- Octaves -
- Lacunarity -
- Gain -
- Curl Noise -
- Curl Amount -