PATTERNS



NOISE1D

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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This function generates a checkered pattern.

DIAGONALS

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This function generates a diagonal pattern.

DOTS

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This function returns a dotted pattern.

HEXAGONALS

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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

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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

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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

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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

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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

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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

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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

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This function generates a striped pattern.

WEAVE

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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

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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

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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

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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

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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

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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

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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

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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

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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

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This function returns a granite pattern.
PP is the seed for the turbulence function.
FQ controls the frequency or density of the grain.

MARBLED

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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

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This function returns a mottled pattern.
PP is the seed for the turbulence function.
FQ controls the amount of mottling.

PUDDLES

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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

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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

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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

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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

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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

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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

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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

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This function returns a gradient.
A    controls the direction.
SCL  scales the rate of the gradient.
OFF  offsets the gradient.

RADIALPATTERN

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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

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This function returns a float, which ranges from [0,1].
The value moves towards zero as the angle between the two vectors grows.

JUPITER

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This returns randomly colored horizonal stripes.

STARS

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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

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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

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This function generates a rippling pattern.

SAWTOOTH

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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

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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

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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

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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

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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

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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

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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

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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

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This function returns a snaky pattern.

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