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Nodes# Domain Warp
Warp the domain using a simplex grid
The warped position is used when generating the attached source node
This node does not change the output value of the source node
A higher quality domain warp compared to DomainWarpGradient at the cost of performance
Maximum (euclidean) distance the position can be moved from it's original location
Effectively 1.0 / frequency
This value is added to the seed before generation
Doesn't affect the seed passed to child nodes
Useful if you have multiple nodes of the same type and want them to give different outputs
Construction used by the noise to produce a vector output
- Orthogonal Gradient Matrix (Default)
- Gradient Outer Product
Warp the domain using a smooth simplex grid
The warped position is used when generating the attached source node
This node does not change the output value of the source node
A higher quality smoother warp compared to DomainWarpSimplex at the cost of performance
Maximum (euclidean) distance the position can be moved from it's original location
Effectively 1.0 / frequency
This value is added to the seed before generation
Doesn't affect the seed passed to child nodes
Useful if you have multiple nodes of the same type and want them to give different outputs
Construction used by the noise to produce a vector output
- Orthogonal Gradient Matrix (Default)
- Gradient Outer Product
Warps the input position using a simple uniform grid gradient, similar to perlin noise gradients.
The warped position is used when generating the attached source node
This node does not change the output value of the source node
Maximum (euclidean) distance the position can be moved from it's original location
Effectively 1.0 / frequency
This value is added to the seed before generation
Doesn't affect the seed passed to child nodes
Useful if you have multiple nodes of the same type and want them to give different outputs
The original input position is passed into the first domain warp octave
The warped output position from the previous octave is passed into
the next octave's input position and so on for each octave
The final position is used to generate the source node on the attached domain warp node
Uses the algorithm from this domain warp node for each octave of the fractal
Multiplier for how much each octave contributes to the final result
Lower values create smoother, more uniform noise
Higher values preserve more detail from smaller octaves
Scales the contribution of higher octaves based on the output value of previous octaves
Low values from lower octaves reduces contribution from higher octaves
Setting this higher creates smoother output in low areas while retaining octave details in high areas
Number of noise layers combined together
More octaves = more detail but slower generation
Each octave adds finer detail at higher frequencies
How much the frequency increases between octaves
2.0 = Each octave is twice as detailed as the previous
Higher values create more contrast between large and small features
The original input position is passed into all domain warp octaves
The warped offset from all octaves is accumulated
and added to the original input position
This position is used to generate the source node on the attached domain warp node
Uses the algorithm from this domain warp node for each octave of the fractal
Multiplier for how much each octave contributes to the final result
Lower values create smoother, more uniform noise
Higher values preserve more detail from smaller octaves
Scales the contribution of higher octaves based on the output value of previous octaves
Low values from lower octaves reduces contribution from higher octaves
Setting this higher creates smoother output in low areas while retaining octave details in high areas
Number of noise layers combined together
More octaves = more detail but slower generation
Each octave adds finer detail at higher frequencies
How much the frequency increases between octaves
2.0 = Each octave is twice as detailed as the previous
Higher values create more contrast between large and small features