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Noise

Intro​

Generate noise patterns to deform Shapes or generate values.

UI​

Common Attributes +

Strength Fade to Zero - When checked, Strength (including Falloffs) will interpolate between 0 and the result. When unchecked it will interpolate between the Minimum and Maximum values.

Use Normals - When checked, deformation will be based on the normals of the Shape. When unchecked, points are scaled from the middle of the shape. This attribute is only relevant when the Noise Behaviour is used as a Deformer.

Noise Type - Set the type of noise to generate:

Common Noise Attributes​

All Noise Types include these attributes:

  • Minimum - Set a minimum output value.

  • Maximum - Set a maximum output value.

  • Offset - Add/subtract a value to the output(s).

  • Frequency - Set the size/scale of the Noise. As values converge to 0, the pattern will become less detailed.

  • Separate Channels - When checked, different values are passed to the x, y channels.

  • Seed - Set the random seed. Changing this value will generate a new noise pattern.

  • Use Layer as Seed - When checked, the Seed will differ for each Layer the Noise Behaviour is connected to. See also Layer Seed.

  • Stagger - Set a value to offset each noise sample in time. When used with a Duplicator (or any sub-mesh), a different Time value will be passed to each Id.

  • Looping - When checked, the noise pattern will loop at the Loop Length. Note that this will affect the Time Scale.

  • Loop Length - Set the number of frames over which a loop will occur.

  • Time - This attribute is automatically connected to the Composition's Time. Disconnect it if static noise is required.

  • Time Scale - Set a multiplier to increase/decrease the speed of the Noise's evolution.

  • Noise Position - Set the position of the noise pattern.

  • Noise Rotation - Set the rotation of the noise pattern.

  • Noise Scale - Set the scale of the noise pattern.

  • Use Position Context - When checked, the Noise Behaviour will pull Context and pass a unique value to each Id when used in combination with a sub-mesh (Duplicator, Text, SVG etc) depending on each child-mesh's position. Unchecking this will mean a child-mesh's position is ignored.

  • Use Index Context - When checked, the Noise Behaviour will pull Context. This can be used to control how each Id is affected when used in combination with a sub-mesh (Duplicator, Text, SVG etc). Unchecking this attribute will result in all Layers being passed the same values regardless of their Id.

  • Octaves - Set the number of noise layers combined together. Higher values add finer detail and complexity, but increase calculation time.

  • Lacunarity - Set a multiplier for each octave's frequency. Higher values make each successive octave add finer, more tightly-packed detail. A minimum Octaves value of 2 is required.

  • Gain - Set a multiplier for each octave's amplitude. Lower values make higher octaves contribute less, resulting in smoother noise whereas higher values make the detail more pronounced. A minimum Octaves value of 2 is required.

  • Curl Noise - When checked, generates divergence-free (swirling, fluid-like) motion instead of standard random noise.

  • Curl Amount - Set the strength of the Curl Noise effect, determining how strongly it influences the motion or displacement.

Cellular​

Create cellular patterned noise.

  • Common Noise Attributes +
  • Jitter - Add noise along the borders of the cells.
  • Distance Function - Select the mathematical rule used to calculate how 'far apart' two vectors are:
    • Euclidean -
    • Manhattan -
    • Natural -
  • Cellular Type - Select a type of Cellular Noise:
    • Cell Value -
    • Noise Lookup -
    • Distance 2 -
    • Distance 2 Add -
    • DIstance 2 Sub -
    • Distance 2 Mul -
    • Distance 2 Div -

Cubic​

Create cubic patterned noise.

Simplex​

A type of gradient noise.

Value​

A lattice of points which are assigned random values.