Noise Shader
噪声着色器
Basic 基础Shader 着色器Noise Shader
噪声着色器
Noise is a special type of channel shader that produces 32 types of noise. The shader can calculate the noise in 2D (Space set to UV 2D) or in 3D space. The advantage of 3D noise is that you don’t have to worry about mapping or seams in the texture.
噪声是一种特殊类型的通道着色器,产生32种类型的噪声。着色器可以在2D (空间设置为 UV 2D)或3D 空间中计算噪声。3D 噪音的优点是你不必担心贴图或纹理上的接缝。
Noise is an integral component of any render system because it turns an otherwise far too smooth surface into a more or less randomly uneven surface (e.g., when used in the Bump channel). Below are examples of all Noise types available in the Noise Shader. Their respective effects are shown using Sub Polygon Displacement.
噪声是任何渲染系统的一个组成部分,因为它把一个非常光滑的表面变成一个或多或少随机不平整的表面(例如,在凹凸通道中使用)。下面是噪音着色器中所有噪音类型的例子。他们各自的影响显示使用次多边形位移。
On the left is the Noise Shader as a normal grayscale image; on the right is the same Noise Shader on a sphere, with different Noise scales (Global Scale). A similar effect can be achieved by using MoGraph’s Displace Deformer .
左边是正常灰度图像的噪声着色器; 右边是同一个球面上的噪声着色器,具有不同的噪声等级(全局尺度)。使用 MoGraph 的置换变形器也可以达到类似的效果。