The correct way to use the White Noise in Blender

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  • เผยแพร่เมื่อ 15 พ.ย. 2024

ความคิดเห็น • 12

  • @rossimitosis
    @rossimitosis ปีที่แล้ว +2

    No one explained this deep into this useful node. Thanks, mate.

  • @mr.hashundredsofprivatepla3711
    @mr.hashundredsofprivatepla3711 11 หลายเดือนก่อน

    This noise is finer than caster sugar. You might as well use Alpha Clip and the White Noise texture to get a cheap but convincing alpha blend.
    This is why I love it

  • @darrennew8211
    @darrennew8211 ปีที่แล้ว +9

    It's called "white noise" because every frequency is represented in equal proportions (like, when you run it through a Fourier Transform). That means that whatever two inputs you put in, the result will be different regardless of how close together the inputs are (because all the high frequencies are represented). It has nothing to do with whether it looks white when you render it. There's also pink noise (fall-off proportional to power, so higher frequencies less), brown noise, violet noise, etc etc. White noise sounds like "sssssss" and pink noise sounds like "sh sh sh sh sh".
    Cool gift shader. :-)

    • @Arjjacks
      @Arjjacks ปีที่แล้ว

      Run it through a Fourier Transform . . . in shading nodes? You just casually have a Fourier Transform as a node group?

    • @darrennew8211
      @darrennew8211 ปีที่แล้ว +3

      @@Arjjacks No. I'm telling you what the definition of white noise is, not that you can manipulate it in Blender. I'm saying it's not called white noise because it looks grey. It's called white noise because the FFT is white (sorta).

    • @Arjjacks
      @Arjjacks ปีที่แล้ว

      @@darrennew8211 Oh I see, yeah, I getcha. I thought you'd actually run Blender's white noise output through a custom made Fourier Transform in shader nodes, just on a whim XD Which'd be wild.
      That's cool about the noise types, though, I didn't know that.

    • @darrennew8211
      @darrennew8211 ปีที่แล้ว

      @@Arjjacks That would be pretty cool, I'll admit.

  • @ByronKindig
    @ByronKindig ปีที่แล้ว

    I had no idea. Thanks for making this tutorial.

  • @gottagowork
    @gottagowork ปีที่แล้ว +5

    Probably better to add the seed to the x value and use 1D White Noise instead, although I don't think White Noise is all that expensive that it really matters in the first place. Prior to White Noise I used to use Noise which with some parameters produce color output (I think they've fixed that issue now) but the results was always biased towards 0.5 (remap with Brightness/Contrast node which has dangers of its own) rather than true random from all over the place.
    Two White Noise nodes can produce 4 true random outputs and 2 quasi random outputs, by utlizing both RGB and HSV modes (RGB+H true and SV quasi). I use it to randomize textures all the time; position lookup (x/u and y/v), rotation, remapped randomzied scale, mirroring, and random normal orientations (no two floorboards or tiles are *perfectly* aligned in the real world). Works well with the brick generator using the Grayscale color output as a 1D input for White Noise.

    • @LancePhan
      @LancePhan  ปีที่แล้ว +1

      yes, you can add the seed to the X value, I just want to keep them separated for clarity

    • @rbettsx
      @rbettsx ปีที่แล้ว

      I've often wondered why there aren't noises out there that are both continuous (smooth) and with a flat distribution of values. Is this a mathematical contradiction, or just expensive?

  • @kadabra8
    @kadabra8 ปีที่แล้ว +3

    Класний урок! піду пограюся шумом)