I've been working with the "noise" node many times in Unreal because its very useful for quick iteration or high quality output without flipbooks and whatnot, however there was always a big limit for me, which is the not exposed parameters, so I decided to make some material functions encapsuling hlsl custom nodes, which allows you to control the parameters via material instances, and dynamic parameters. I included all the computational noises,plus the texture based simplex one. They are broken down into a per function base, because an all in one would result in 4k instructions... This way you can have them fairly cheap, and customizable with levels and other stuff exposed. I did not include "turbulence" parameter because that can be done be taking the absolute value of the result and originally it was in the main loop so I saved me some instructions.
Download link here:
https://gum.co/cBcX Material functions preview compared to the original noise node with its inputs:
Voronoi is separated into qualities because of optimization reasons...
You can do "turbulence" like this:
Have fun, thanks for your support
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The gumroad link is down, it'd be really nice to have a reupload 😅
I am also really interested in these. Is there a download link anywhere please?
Would be even more awesome if you could add a tutorial about making it to your Patreon or a brief guideline on how to do it on our own 🙏🙏🙏 Or if you could add it to UE marketplace 🙏🙏🙏
It would work with every input as a scalar, but by default it is: (float) Scale, (int32) Quality, (uint8)NoiseFunction; (bool) bTurbulence, (int32) Levels, (float) OutputMin, (float) OutputMax, (float)LevelScale, (bool)bTiling, (uint32)RepeatSize. Position is a 2 to 3 dimensional vector and FilterWidth is a scalar.