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# Value Noise
Menu Path : **Operator > Noise > Value Noise**
The **Value Noise** Operator allows you to specify coordinates to sample a noise value within a specified range in one, two, or three dimensions. Value noise uses simple interpolated values, which means that adjacent values are likely to be similar.
![](Images/Operator-ValueNoiseAnimation.gif)
You can use this Operator to introduce variety to your particle attributes. A common use case is to sample using each particles position as a coordinate to output a new color, velocity, or position value.
## Operator settings
| **Property** | **Type** | **Description** |
| -------------- | -------- | ------------------------------------------------------------ |
| **Dimensions** | Enum | Specify whether the noise is one, two, or three dimensional. |
| **Type** | Enum | Specify what type of noise to use. |
## Operator properties
| **Input** | **Type** | **Description** |
| -------------- | ----------------------------- | ------------------------------------------------------------ |
| **Coordinate** | Float<br/>Vector2<br/>Vector3 | The coordinate in the noise field to sample from.<br/>![](Images/Operator-ValueNoiseCoordinate.gif) <br/>The **Type** changes to match the number of **Dimensions**. |
| **Frequency** | Float | The period in which Unity samples the noise. A higher frequency results in more frequent noise change.<br/>![](Images/Operator-ValueNoiseFrequency.gif) |
| **Octaves** | Int | The number of layers of noise. More octaves create a more varied look but are also more resource-intensive to calculate.<br/>![](Images/Operator-ValueNoiseOctaves.gif) |
| **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/>![](Images/Operator-ValueNoiseRoughness.gif) |
| **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/>![](Images/Operator-ValueNoiseLacunarity.gif) |
| **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/>![](Images/Operator-ValueNoiseRange.gif) |
| **Output** | **Type** | **Description** |
| --------------- | ----------------------------- | ------------------------------------------------------------ |
| **Noise** | Float | The noise value at the coordinate you specify. |
| **Derivatives** | Float<br/>Vector2<br/>Vector3 | The rate of change of the noise for every dimension.<br/>The **Type** changes to match the number of **Dimensions**. |