NOISE1D Click box to see full description |
This function generates single dimensional noise. The return value will be float, point, vector, normal or color depending on the cast, whose component(s) lie in the range [0,1]. |
NOISE2D Click box to see full description |
This function generates 2 dimensional noise. The return value will be float, point, vector, normal or color depending on the cast, whose component(s) lie in the range [0,1]. |
NOISE3D Click box to see full description |
This function generates 3 dimensional noise. The return value will be float, point, vector, normal or color depending on the cast, whose component(s) lie in the range [0,1]. |
NOISE4D Click box to see full description |
This function generates 4 dimensional noise. The return value will be float, point, vector, normal or color depending on the cast, whose component(s) lie in the range [0,1]. |
SNOISE1D Click box to see full description |
This function generates single dimensional noise. The return value will be float, point, vector, normal or color depending on the cast, whose component(s) lie in the range [-1,1]. |
SNOISE2D Click box to see full description |
This function generates 2 dimensional noise. The return value will be float, point, vector, normal or color depending on the cast, whose component(s) lie in the range [-1,1]. |
SNOISE3D Click box to see full description |
This function generates 3 dimensional noise. The return value will be float, point, vector, normal or color depending on the cast, whose component(s) lie in the range [-1,1]. |
SNOISE4D Click box to see full description |
This function generates 4 dimensional noise. The return value will be float, point, vector, normal or color depending on the cast, whose component(s) lie in the range [-1,1]. |
PNOISE1D Click box to see full description |
This function generates single dimensional periodic noise. The return value will be float, point, vector, normal or color depending on the cast, whose component(s) lie in the range [0,1]. |
PNOISE2D Click box to see full description |
This function generates 2 dimensional periodic noise. The return value will be float, point, vector, normal or color depending on the cast, whose component(s) lie in the range [0,1]. |
PNOISE3D Click box to see full description |
This function generates 3 dimensional periodic noise. The return value will be float, point, vector, normal or color depending on the cast, whose component(s) lie in the range [0,1]. |
PNOISE4D Click box to see full description |
This function generates 4 dimensional periodic noise. The return value will be float, point, vector, normal or color depending on the cast, whose component(s) lie in the range [0,1]. |
CELLNOISE1D Click box to see full description |
This function generates single dimensional noise. The return value will be float, point, vector, normal or color depending on the cast, whose component(s) lie in the range [0,1]. |
CELLNOISE2D Click box to see full description |
This function generates 2 dimensional noise. The return value will be float, point, vector, normal or color depending on the cast, whose component(s) lie in the range [0,1]. |
CELLNOISE3D Click box to see full description |
This function generates 3 dimensional noise. The return value will be float, point, vector, normal or color depending on the cast, whose component(s) lie in the range [0,1]. |
CELLNOISE4D Click box to see full description |
This function generates 3 dimensional noise. The return value will be float, point, vector, normal or color depending on the cast, whose component(s) lie in the range [0,1]. |
SANDY1D Click box to see full description |
This function returns a sandy pattern. The return value will be float, point, vector, normal or color depending on the cast, whose component(s) lie in the range [0,1]. The higher the frequency, the finer the grain. |
SANDY2D Click box to see full description |
This function returns a sandy pattern. The return value will be float, point, vector, normal or color depending on the cast, whose component(s) lie in the range [0,1]. The higher the frequency, the finer the grain. UU is the first seed for the noise function. VV is the second seed for the noise function. FQu is the frequency for the the first seed. FQv is the frequency for the the second seed. |
SANDY3D Click box to see full description |
This function returns a sandy pattern. The return value will be float, point, vector, normal or color depending on the cast, whose component(s) lie in the range [0,1]. The higher the frequency, the finer the grain. |
SANDY4D Click box to see full description |
This function returns a 4D sandy pattern. The return value will be float, point, vector, normal or color depending on the cast, whose component(s) lie in the range [0,1]. The higher the frequency, the finer the grain. |
VLNOISE Click box to see full description |
This function returns a Very Large Noise pattern. PP should be a varying point, this is the seed to the noise function. FQ controls the frequency of the noise. |
BRICKS Click box to see full description |
This function returns a brick pattern. S controls the direction of the width of the bricks. T controls the direction of the height of the bricks. BW is the width of the bricks. BH is the height of the bricks. MW is the width of the mortar. |
CHECKS Click box to see full description |
This function generates a checkered pattern. |
DIAGONALS Click box to see full description |
This function generates a diagonal pattern. |
DOTS Click box to see full description |
This function returns a dotted pattern. |
HEXAGONALS Click box to see full description |
This function returns a hexagonal pattern. S controls the position of the tiles. T controls the position of the tiles. RAD is the radius of the tiles. MW is the width of the mortar. |
ROUGH Click box to see full description |
This function returns a roughed up pattern. The return value can be any data type. The components will be in the range [-DEP,DEP]. PP is a varying point which is the seed to the noise function. DIR controls the direction of the pits. FQ controls the frequency of the pits. PIT controls the size of the pits. DEP controls the depth of the pits. |
ROUGHC Click box to see full description |
This function returns a roughed up pattern. The return value is a color with components in the range [-DEP, DEP] PP is a varying which is the seed to the noise function. DIR controls the direction of the pits. FQ controls the frequency of the pits. PIT controls the size of the pits. DEP controls the depth of the pits. |
ROUGHP Click box to see full description |
This function returns a roughed up pattern. The return value is a point, normal or vector with components in the range [-DEP,DEP]. PP is a varying which is the seed to the noise function. DIR controls the direction of the pits. FQ controls the frequency of the pits. PIT controls the size of the pits. DEP controls the depth of the pits. |
SCREEN Click box to see full description |
This function generates a screening pattern. FQs controls the number of the wires horizontally. FQt controls the number of the wires vertically. S controls the direction of the horizontal wires. T controls the direction of the vertical wires. WID controls the width of the screening. FUZ is the antialiasing filter width. |
SPECKLE Click box to see full description |
This function returns a speckled pattern. FQ is the frequency or density of the speckles. NUM is the number of different shades of speckles. ATT controls the sharpness or attenuation of the edge of the speckles. |
SPLATTER Click box to see full description |
This function returns a splattered pattern. DIA is the diameter of the smallest splatter. NUM is the number of different sizes of splatters. ATT controls the sharpness or attenuation of the edge of the splatters. |
STRIPES Click box to see full description |
This function generates a striped pattern. |
WEAVE Click box to see full description |
This function returns a weave pattern. S direction for width of weave. T direction for height of weave. FQ frequency of weave FUZ fuzziness of the weave WID width of weave strands OS output for width-wise strands. OT output for height-wise strands. |
BINARY_WEAVE Click box to see full description |
This function returns a weave pattern. Use OS to control the S strand color, OT controls the T strand color. Add the two colors together to get the output pattern. S direction for width of weave. T direction for height of weave. FQ frequency of weave OS output for width-wise strands. OT output for height-wise strands. |
BEATEN Click box to see full description |
This function returns a beaten pattern. PP is the seed to the turbulence function. INC controls the variance in the turbulence function. FQ controls the frequency or density of the pattern. OCT controls the number of octaves in the turbulence. |
BRUSHED Click box to see full description |
This function returns a pattern which resembles the brushstokes in paint. PP is the seed to the turbulence function. DIR is the axis controlling the direction of the brushstrokes. FQ controls the frequency of brushstokes. LEN controls the length of the brushstokes. |
CLOUDY Click box to see full description |
This function returned an cloudy pattern. PP is the seed to the turbulence function. HGT controls the height of the clouds. DEN controls the density of the clouds. OCT controls the amount of turbulence in the clouds. |
DENTED Click box to see full description |
This function returned an dented pattern. PP is the seed to the turbulence function. HGT controls the height of the dents. FQ controls the frequency of the dents. OCT controls the amount of turbulence in the dents. |
FEATHERY Click box to see full description |
This function returns a feathery pattern which range over [-1,1]. PP is the seed to the turbulence function. FQ controls the frequency of the feathers. OCT controls the amount of turbulence in the feathers. |
FLAMES Click box to see full description |
This function simulates flames. PP is the seed for the turbulence. FRM is the current frame used for animation. SPD is the speed of the animation. SCL controls the scaling on the flames. OFF controls the offset on the flames. FQ controls the frequency of turbulence in the flames. OCT controls the amount of turbulence in the flames. HGT controls the height of the flames. AMP controls the amplitude of the turbulence. |
FLUFFY Click box to see full description |
This function returned an fluffy pattern. PP is the seed to the turbulence function. FQ controls the frequency of the pattern. OCT controls the amount of turbulence in the pattern. |
GRANITE Click box to see full description |
This function returns a granite pattern. PP is the seed for the turbulence function. FQ controls the frequency or density of the grain. |
MARBLED Click box to see full description |
This function returned a marbled pattern. PP is the seed for the turbulence function. FQ controls the frequency of the marbling. SHF shifts the contrast in the turbulence function. |
MOTTLE Click box to see full description |
This function returns a mottled pattern. PP is the seed for the turbulence function. FQ controls the amount of mottling. |
PUDDLES Click box to see full description |
This function returns a puddling pattern. PP is the seed to the noise function. FQ controls the frequency of the pattern. OCT controls the amount of turbulence in the pattern. |
PUFFY Click box to see full description |
This function returned an puffy pattern. Values range between [0,1/DEN]; PP is the seed for the turbulence function. FQ controls the frequency of the puffs. OCT controls the amount of turbulence in the puffs. DEN controls the density of the puffs. |
RUST Click box to see full description |
This function generates a fractal pattern which looks like rust. The return values run between [-1,1]. In order, the get values between [0,1], try using modulus, abs, shift or contrast on the output. |
STREAKED Click box to see full description |
This function returns a streaked pattern. PP is the seed to the turbulence function. DIR controls the direction of the streaks. FQ controls the frequency of the streaks. LEN controls the length of the streaks. MAG controls the magnitude of the streaks. |
THREADS Click box to see full description |
This function returned a very fine wispy pattern. S and T control the direction of the pattern. ANG is the increment for the turbulence. OCT controls the amount of turbulence in the pattern. DEN controls the density in the pattern. |
WISPY Click box to see full description |
This function returned a wispy pattern. S and T control the direction of the pattern. ANG is the increment for the turbulence. OCT controls the amount of turbulence in the pattern. DEN controls the density in the pattern. |
WOODGRAIN Click box to see full description |
This function returned a woodgrain pattern. PP is the seed to the turbulence function. A is the first point of the axis for the rings. B is the second point of the axis for the rings. NUM controls the number of rings. FQ controls the frequency of the turbulence in the rings. OCT controls the amount of turbulence in the rings. SWL controls the amount of swirl in the rings. |
GRADIENT Click box to see full description |
This function returns a gradient. A controls the direction. SCL scales the rate of the gradient. OFF offsets the gradient. |
RADIALPATTERN Click box to see full description |
This function returns a radial gradient. S controls the "around". SS scales the rate of the gradient around. SOF offsets the gradient around. T controls "across" the gradient. TS scales the rate of the gradient across. TOF offsets the gradient across. |
GLOWPATTERN Click box to see full description |
This function returns a float, which ranges from [0,1]. The value moves towards zero as the angle between the two vectors grows. |
JUPITER Click box to see full description |
This returns randomly colored horizonal stripes. |
STARS Click box to see full description |
This returns pinpoints. PP is the seed for the noise. FQ controls the number of stars. THR is a threshold value, the closer to 1, the more stars. |
VENUS Click box to see full description |
This returns a twisted turbulence pattern which resembles venus. PP is the seed for the noise. OFF offsets the pattern. SCL scales the contrast in the pattern. ROT controls the amount of rotation in the pattern. FQ controls the amount of turbulence in the pattern. OCT is the number of octaves for the turbulence function. |
RIPPLES Click box to see full description |
This function generates a rippling pattern. |
SAWTOOTH Click box to see full description |
This function generates a sawtooth wave pattern. S controls the direction of the waves. NUM controls the number of waves. HGT controls the height of the waves. |
SQUAREWAVE Click box to see full description |
This function generates a sqaurewave pattern. S controls the direction of the waves. FQ controls the number of waves. HGT controls the height of the waves. WID controls the width of the crest. |
TRIANGLEWAVE Click box to see full description |
This function generates a triangle wave pattern. S controls the direction of the waves. NUM controls the number of waves. HGT controls the height of the waves. |
UNDERWATER Click box to see full description |
This function returns a caustic underwater lighting pattern. PP is the surface point. FQ controls the amount of ripple in the pattern. OCT controls the amount of turbulence in the ripples. DEN controls the amount of contrast in the pattern. |
FURRY Click box to see full description |
This returns a furry pattern. LEN controls the length of the fur. THK controls the thickness of the fur. S and T control the direction of the fur. |
LEATHER Click box to see full description |
This function returns a leather pattern. PP is the seed to the turbulence function. HGT controls the height of the bumps. BMP controls the frequency of the bumps. GRN controls the grain in the bumps. OCT controls the amount of turbulence in the bumps. CRK controls the frequency of cracks in the pattern. DEN controls the amount of turbulence in the cracks. |
LIZARD Click box to see full description |
This function returns a lizard skin pattern. FQs controls the frequency of the pattern horizontally. FQt controls the frequency of the pattern vertically. S controls the horizonal direction of the pattern. T controls the vertical direction of the pattern. |
SKIN Click box to see full description |
This function returns a skin pattern. FQs controls the frequency of the pattern horizontally. FQt controls the frequency of the pattern vertically. S controls the horizonal direction of the pattern. T controls the vertical direction of the pattern. |
SNAKE Click box to see full description |
This function returns a snaky pattern. |
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