Houdini 21.0 Nodes Copernicus nodes

Worley Noise Copernicus node

Generates Worley noise.

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This node generates a noise pattern using Worley noise . Worley noise is useful for producing cellular patterns. Use the Worley Noise 3D COP if you want the source location to be the pixel’s world coordinates instead of its image coordinates.

Parameters

Element Size

The size (in image coordinates) of the basic element of the noise. You can turn on the Per-Component Controls button to adjust this further using the Element Scale parameter.

Element Scale

When the Per-Component Controls button is on, this is the per-axis scaling of the element size for anistropic noise.

Jitter

The amount of random noise to add to each point’s position on a grid. The random noise is added before the Worley noise measures the distance to the points. You can turn on the Per-Component Controls button to adjust this further using the Jitter Scale parameter.

Note

Values greater than 1 may produce artifacts because they jitter past the search radius.

Jitter Scale

When the Per-Component Controls button is on, this is the per-axis scaling of the jitter.

Lattice Type

Worley noise is normally defined on a rectangular grid, forming square patterns. But it can be specified on a simplical grid, resulting in hexagonal base shapes.

Metric

The metric for computing the distance to a point.

Euclidean

Use the length of the line segment between the two axial points to define the distance between the two points. This can result in circular shapes. See Euclidean distance for more information.

Manhattan

Use the sum of the differences between the two axial points to define the distance between the two points. This can result in diamond shapes. See Taxicab geometry for more information.

Chebyshev

Use the maximum difference between the two axial points to define the distance between the two points. This can result in square shapes. See Chebyshev distance for more information.

Offset

The amount to offset the entire noise function in image coordinates.

Tile Size

The size of a single tile of noise. The noise periodically repeats in this size. The size is in image coordinates, so the default is for the entire default canoncial image. If you have a non-square image, this should match the aspect ratio.

Note

If on, values for parameters like Element Size are rounded or clamped to make them valid. This is because these types of parameters must meet certain conditions for the noise to be tileable.

Post Processing

Note

The node applies the post-processing operations in the order they're listed.

Complement

Sets the pixel value x to 1 - x.

Note

This method works for values in the 0 to 1 range. For images outside of this range, using Complement results in negative or out of range values.

Bias

The amount to pull the medium grey values (around 0.5) towards zero (if Bias is less than 1) or one (if Bias is greater than 1). A bias value of 0.5 doesn’t affect the values.

Gain

The amount to pull the medium grey values (around 0.5) together, while values around 0 and 1 are pulled apart. A gain value of 0.5 doesn’t affect the noise values.

Gamma

The overall gamma of the generated noise. Values greater than 1 increase the range of values in originally bright areas, which darkens the noise. Values less than 1 stretch out the range of values for originally dark areas, which increases the overall brightness of the noise.

Contrast

The amount to expand or shrink the overall range of tonal values. Each noise value is pushed towards (if Contrast is less than 1) or away from (if Contrast is greater than 1) medium grey values (around 0.5).

Note

This is not the same as Noise Contrast, which appears in some noise nodes and applies contrast during the noise function.

Clamp Minimum

Clamps values below the specified threshold.

Clamp Maximum

Clamps values exceeding the specified threshold.

Inputs

size_ref

A representative layer that determines the size of the output image and controls the metadata.

pos

Rather than using the pixel’s image coordinates for the noise, use the value in this UV layer.

Outputs

dist1

A Mono layer with distance to the nearest point.

dist2

A Mono layer with the distance to the second nearest point. Commonly dist2 - dist1 is used as a border estimate.

border

An SDF Mono layer storing the exact distance to the border between the two closest points. This can be used to create even-width cell boundaries.

center

A UV layer storing the image coordinates of the closest grid point. This can be used by a UV Sample COP to create a mosaic effect.

id

An ID layer storing the hash of the closest grid point. Note this can be negative.

See also

Copernicus nodes