33 lines
3.1 KiB
Markdown
33 lines
3.1 KiB
Markdown
# Cellular Noise
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Menu Path : **Operator > Noise > Cellular Noise**
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The **Cellular Noise** Operator allows you to specify coordinates to sample a noise value within a specified range in one, two, or three dimensions. Cellular noise (also known as “Worley noise”) creates distinct cell-like patterns. To do this, it scatters random points then calculates the distance between the nearest ones.
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You can use this Operator to introduce variety to your particle attributes. A common use case is to use each particle’s position as a coordinate to sample the noise to output a new color, velocity, or position value.
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## Operator settings
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| **Property** | **Type** | **Description** |
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| -------------- | -------- | ------------------------------------------------------------ |
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| **Dimensions** | Enum | Specify whether the noise is one, two, or three dimensional. |
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| **Type** | Enum | Specify what type of noise to use. |
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## Operator properties
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| **Input** | **Type** | **Description** |
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| -------------- | ----------------------------- | ------------------------------------------------------------ |
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| **Coordinate** | Float<br/>Vector2<br/>Vector3 | The coordinate in the noise field to sample from.<br/><br/>The **Type** changes to match the number of **Dimensions**. |
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| **Frequency** | Float | The period in which Unity samples the noise. A higher frequency results in more frequent noise change.<br/> |
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| **Octaves** | Int | The number of layers of noise. More octaves create a more varied look but are also more resource-intensive to calculate.<br/> |
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| **Roughness** | Float | The scaling factor Unity applies to each octave. Unity only uses roughness when **Octaves** is set to a value higher than 1.<br/> |
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| **Lacunarity** | Float | The rate of change of the frequency for each successive octave. A lacunarity value of 1 results in each octave having the same frequency.<br/> |
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| **Range** | Vector2 | The range within which Unity calculates the noise. The noise stays between the X and Y value you specify here, where X is the minimum and Y is the maximum.<br/> |
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| **Output** | **Type** | **Description** |
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| --------------- | ----------------------------- | ------------------------------------------------------------ |
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| **Noise** | Float | The noise value at the coordinate you specify. |
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| **Derivatives** | Float<br/>Vector2<br/>Vector3 | The rate of change of the noise for every dimension.<br/><br/>The **Type** changes to match the number of **Dimensions**. |
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