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Maxon Noise

Table Of Contents

 

Overview

The Maxon Noise shader brings native support of the Cinema 4D procedural noises to all Redshift DCCs. These are very useful for adding surface detail, special effects and driving bump-maps.

 

Adding noise to Global Fog

Noise can be added to a global fog volume by connecting a noise shader to the Volume input of a Material Output node and applying that material directly to the RS Environment object as pictured below.

Volume Fog with Maxon Noise 3 noises blended with a Color Layer Volume Fog without Noise

 

Applying volume noise to global fog

 


Parameters

General

 

Color 1

Controls the color that is output where the computed noise is not present.


Color 2

Controls the color that is output where the computed noise is present. Where noise is partially present, the output will be a blend between Color 1 and Color 2.


Seed

This creates a unique random noise pattern, changing this number makes it easy to use the same noise setup while achieving different results.


Type

Controls which noise generator is used from the following options:

Box Noise Blistered Turbulence Buya Cell Noise Cranal

Dents Displaced Turbulence FBM Hama Luka

Mod Noise Naki Noise Nutous Ober

Pezo Poxo Sema Stupl Turbulence

VL Noise Wavy Turbulence Cell Voronoi Displaced Voronoi Sparse Convolution

Voronoi 1
Voronoi 2
Voronoi 3
Zada Fire




Electric Gaseous Ridged Multi Fractal


Octaves

Controls the number of layers the noise pattern generates, in general higher values increase the amount of detail in the noise pattern.


Lacunarity

The number of octaves must be greater than 1 for this parameter to take effect.

Only compatible with Buya, FBM, Ober, Displaced Voronoi, Zada, and Ridged Multi Fractal noise types.

Controls the scale of the noise pattern for each succeeding octave, in general this affects the amount of detail added per octave. Values above 1 result in smaller noise scales per octave while values below 1 result in larger noise scales per octave. A lacunarity value of 1 results in a noise pattern scale that is the same scale as the first octave, values closer to 1 tend to result in less differentiation per octave.


Gain

The number of octaves must be greater than 1 for this parameter to take effect.

Only compatible with Buya, FBM, Ober, Displaced Voronoi, Zada, and Ridged Multi Fractal noise types.

Controls the brightness of each octave.

 

Exponent

The number of octaves must be greater than 1 for this parameter to take effect.

Only compatible with Displaced Voronoi and Voronoi 1, 2, and 3 noise types.

Controls the general shape and appearance of the voronoi cells.

 

Absolute

When enabled, the value of the noise becomes absolute which causes the noise to fold about its midpoint.


Animation



Box Noise Blistered Turbulence Buya Cell Noise Cranal

Dents Displaced Turbulence FBM Hama Luka

Mod Noise Naki Noise Nutous Ober

Pezo Poxo Sema Stupl Turbulence

VL Noise Wavy Turbulence Cell Voronoi Displaced Voronoi Sparse Convolution

Voronoi 1
Voronoi 2
Voronoi 3
Zada Fire




Electric Gaseous Ridged Multi Fractal

 

Speed

Controls how fast the noise animates in cycles per second.

 

Loop Period

Not compatible with Electric, Gaseous, and Wavy Turbulence noise types.

The Legacy parameter "Time Behavior" must be disabled in order for looping to work - be certain to disable it when adding looping noises to scenes created before Redshift version 3.5.15.

Controls how often an animated noise loops in seconds. For example, if 0.5 is entered the noise loops every 0.5 seconds which would be either every 15 frames in a 30 FPS project or every 30 frames in a 60 FPS project.

 

Time Source

Controls what source is used to determine the noise animation's time frame from the following options:

 

Input

 

Source

Controls how the noise pattern is projected onto the surface from the following options:

 

Vertex Attribute Name

Defines which UV Set is used when the Source parameter is set to UV / Vertex Attribute .

 

Overall Scale

Controls the overall scale of the noise in all axes.

 

Scale

Scales the noise in the X, Y, or Z axis.

 

Offset

Moves the noise in the X, Y, or Z axis.

 

Output

 

Cycles

Controls the number of times the noise cycles.

 

Low Clip

Controls the point at which values on the low end are clipped out to zero.

 

High Clip

Controls the point at which values on the high end are clipped out to one.

 

Brightness

Controls the overall brightness value of the noise. Higher values increase the brightness while lower values decrease the brightness.

 

Contrast

Controls the overall contrast range of the noise. Higher values increase the contrast while lower values decrease the contrast.