Table Of Contents
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.
For C4D users, the main benefit is that C4D noises are no longer constrained to 2D textures, and can be mapped in Object or World coordinates for more shading possibilities. Another benefit is that in most cases editing parameters will no longer trigger bakeing and slow texture conversions. Note that the existing C4D Shader node will continue to work in bake mode, so that existing materials will render the same as before.
Please be aware that the algorithms used in the Maxon Noise node are based on a customized GPU-friendly implementation instead of the CPU-based code used by the original C4D shader. For this reason while the noises and most of the parameters are the same, their output will not be pixel-identical to the original C4D version.
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 |
Controls the color that is output where the computed noise is not present.
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.
This creates a unique random noise pattern, changing this number makes it easy to use the same noise setup while achieving different results.
Controls which noise generator is used from the following options:
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Box Noise | Blistered Turbulence | Buya | Cell Noise | Cranal |
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Dents | Displaced Turbulence | FBM | Hama | Luka |
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Mod Noise | Naki | Noise | Nutous | Ober |
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Pezo | Poxo | Sema | Stupl | Turbulence |
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VL Noise | Wavy Turbulence | Cell Voronoi | Displaced Voronoi | Sparse Convolution |
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Voronoi 1 |
Voronoi 2 |
Voronoi 3 |
Zada | Fire |
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Electric | Gaseous | Ridged Multi Fractal |
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Controls the number of layers the noise pattern generates, in general higher values increase the amount of detail in the noise pattern.
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.
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.
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.
When enabled, the value of the noise becomes absolute which causes the noise to fold about its midpoint.
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Box Noise | Blistered Turbulence | Buya | Cell Noise | Cranal |
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Dents | Displaced Turbulence | FBM | Hama | Luka |
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Mod Noise | Naki | Noise | Nutous | Ober |
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Pezo | Poxo | Sema | Stupl | Turbulence |
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VL Noise | Wavy Turbulence | Cell Voronoi | Displaced Voronoi | Sparse Convolution |
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Voronoi 1 |
Voronoi 2 |
Voronoi 3 |
Zada | Fire |
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Electric | Gaseous | Ridged Multi Fractal |
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Controls how fast the noise animates in cycles per second.
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.
Controls what source is used to determine the noise animation's time frame from the following options:
Global (default): Uses the project's frames per second setting as the time source for noise animation.
Custom: Uses the Custom Time parameter as the time source for noise animation.
Controls how the noise pattern is projected onto the surface from the following options:
Defines which UV Set is used when the Source parameter is set to UV / Vertex Attribute .
Controls the overall scale of the noise in all axes.
Scales the noise in the X, Y, or Z axis.
Moves the noise in the X, Y, or Z axis.
Controls the number of times the noise cycles.
Controls the point at which values on the low end are clipped out to zero.
Controls the point at which values on the high end are clipped out to one.
Controls the overall brightness value of the noise. Higher values increase the brightness while lower values decrease the brightness.
Controls the overall contrast range of the noise. Higher values increase the contrast while lower values decrease the contrast.