Pixel Processor port of (formerly) Classic Noise 3D and Noise 3D/4D which are texture- and arrayless GLSL versions of Perlin noise (former) and Simplex noise (latter), which were supposed to run on a GPU.
Credits go to Stevan Gustavson for Classic Noise 3D and both him and Ashima Arts for (Simplex) Noise 3D/4D variants.
The cube2equi graph is based on Raymond Phan cube2equi matlab code.
This is a collection of fractal noise generators utilizing common known methods like fractonial Brownian motion (fBm) amongst others to create fractals from a noise base function.
The Simplex variants are about 33% faster than Classic, however the Simplex algorithm (by Ken Perlin) is patented for commercial implementations beyond 2D.
- 2D Planar using 3D Simplex Noise
- 3D Spherical using 3D Simplex Noise
- 3D Vector Mapped (like using position texture) using 3D Simplex Noise
- 4D Planar tiling using 4D Simplex Noise
- 4D Vector Mapped (like using a pos. texture for animated effects)
There's a few other noise and utility graphs and a couple of GLSL functions, should be self-explanatory.
- Removed Classic Noise for easier maintaining
- Reduced maximum octaves to 8 to prevent crashes
Uploaded: over 3 years ago
Updated: about 1 year ago
File Name: SNoise3D_001_2017.2.5.zip
Size: 607 KB
Awesome! Perhaps this should be in the noises that come with Substance Designer even :D.
Thanks... Still working on it
Wow! Dwonloading right now to immediate test.
The vector based noise is exactly what I was looking for. Thanks!
i like 3d
Dunno if the license from the algorithms comply but I wouldn't mind.
If you find any issues or errors feel free to comment or tell on the forums in the thread.
Thanks! Is it possible to add xyz vector multiplier? I'm making a pattern for the wooden board and want the fractal to stretch along the board, but remain proportional at the cut sides. At the moment I'm color correcting position pass, so, that's a kind of solution, but not very intuitive.
Already replied on the forums to you... you can also use a position bake (no normal or world space normal) of your model with a graph that takes a vector input if you want to make noise that wraps around a model. Wood probably needs it's own algorithm that creates sinus waves using a position map as input for the sin function for the typical lines.
sexy! nice! awesome!!!!! thank you
I can add a noise to my flow without issue but when I try and open the Noise3D.sbs file seperately SD6 runs a bunch of updates then crashes out. Any chance of a updated version for SD6 ?
It worked fine back in 08/17. The graph causes crashes for me as well if I open the file directly. It seems to have updated now but whenever the graph is used somewhere Substance crashes. My best guess is that the total instructions in a Pixel Processor node have shrunken once again.
I have updated the whole thing, works fine now on 2017.2.5 until Allegorithmic lowers the amount of Pixel Processor instructions in a single node again. Should take a few days for them to approve. Stay tuned until then.
very very Cool thx
where to take examples in the images?
The examples in the images are my own personal work in that is a planetary terrain generator that makes use of 3D noise generators.
I sort of translated the following examples from the libnoise manual to a reduced fidelity node setup with some extra faked shenanigans like photo bombing techniques