95 lines
2.9 KiB
ReStructuredText
95 lines
2.9 KiB
ReStructuredText
.. index:: Geometry Nodes; Wave Texture
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*****************
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Wave Texture Node
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*****************
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.. note::
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This node is ported from shader nodes. The manual and images are
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referencing the shader version of the node.
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This node accepts field inputs and outputs.
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When not connected the Vector input has an implicit ``position`` attribute value.
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.. figure:: /images/node-types_ShaderNodeTexWave.webp
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:align: right
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:alt: Wave Texture Node.
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The *Wave Texture* node adds procedural bands or rings with noise distortion.
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.. hint::
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In general, textures can be distorted by mixing their texture coordinates with another texture.
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The distortion built into the *Wave Texture Node* uses the *Color* output of the
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:doc:`Noise Texture Node </render/shader_nodes/textures/noise>`.
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To replicate this, center its value range around zero, multiply it by a factor proportional to
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*Distortion*/*Scale* and add the result onto the texture coordinates.
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*Detail*, *Detail Scale* and *Roughness* of the *Wave Texture Node* correspond to the inputs on the
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:doc:`Noise Texture Node </render/shader_nodes/textures/noise>`.
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Inputs
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======
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Vector
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Texture coordinate to sample texture at;
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defaults to Generated texture coordinates if the socket is left unconnected.
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Scale
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Overall texture scale.
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Distortion
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Amount of distortion of the wave.
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.. hint::
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In general, textures can be distorted by mixing their texture coordinates with another texture.
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The distortion built into the *Wave Texture Node* uses the *Color* output of the
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:doc:`Noise Texture Node </render/shader_nodes/textures/noise>`.
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To replicate this, center its value range around zero, multiply it by a factor proportional to
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*Distortion*/*Scale* and add the result onto the texture coordinates.
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*Detail*, *Detail Scale*, and *Roughness* of the *Wave Texture Node* correspond to the inputs on the
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:doc:`Noise Texture Node </render/shader_nodes/textures/noise>`.
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Detail
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Amount of distortion noise detail.
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Detail Scale
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Scale of distortion noise.
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Roughness
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Blend between a smoother noise pattern, and rougher with sharper peaks.
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Phase Offset
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Position of the wave along the *Bands Direction*.
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This can be used as an input for more control over the distortion.
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Properties
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==========
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Type
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*Bands* or *Rings* shaped waves.
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Bands/Rings Direction
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The axis the bands or rings propagate from i.e. which axis they are perpendicular to.
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When using *Bands* a *Diagonal* axis is an option and when using *Rings* the rings
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can propagate outwards from a single point by using *Spherical* direction.
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Wave Profile
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Controls the look of the wave type.
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:Saw: Uses a sawtooth profile.
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:Sine: Uses the standard sine profile.
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Outputs
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=======
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Color
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Texture color output.
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Factor
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Texture intensity output.
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Examples
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========
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.. figure:: /images/render_shader-nodes_textures_wave_example.png
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Wave Texture.
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