Noise and patterns

Every noise and pattern field, what it looks like, and its parameters

Construct has procedural noise and pattern fields. Each is a definition record in the Fields family, so the Things finder lists them, and you place one like any other definition. They come in three groups:

  • Noise holds the bare noise algorithms: each one is a published method, such as Perlin noise or fractional Brownian motion.
  • Patterns holds the bare structures: rings, bricks, cells, waves.
  • Looks holds artistic recipes that combine the two, such as wood or marble. Each look matches the look of a texture in another program.

A field gives a number at every point:

  • As geometry, the number is the distance, so a noise field makes a surface of its own, or shapes another one through an operator.
  • As a material pattern, the number drives a channel of a material, for example the color through a gradient. Materials with patterns come in a later release.
The Things finder searched for "noise": each noise basis and look as a tile with its picture
The Things finder searched for "noise": each noise basis and look as a tile with its picture

The noise bases

Each basis is one kind of noise, summed over octaves. They share seven parameters:

Parameter What it does
Frequency Cells per unit length of the first octave
Seed Another whole number gives another noise with the same look
Octaves The number of octaves. A fraction fades the last one in, so a drag is smooth
Lacunarity The frequency of each octave over the one before. 2 doubles it
Gain The amplitude of each octave over the one before. 0.5 halves it
Fractal How the octaves add up: one of the six fractal types below
Phase Animates the noise. Drive it with an expression such as =time * 0.2
Basis Looks like Its own parameter
Value noise Soft blobs. At smoothness 0, squares of random gray Smoothness
Perlin noise The classic smooth noise Period: repeats the noise every that many cells, for a seamless tile
Simplex noise Like Perlin, with fewer grid marks Flow: turns the gradients, so an animated flow swirls in place
Worley noise Cells. F1 is the distance to the nearest point, F2 āˆ’ F1 draws the walls between cells Feature (F1 to F2 āˆ’ F1), and Metric in place of Fractal: Euclidean, Manhattan or Chebyshev
Alligator noise Overlapping bumps of random height Falloff: the radius of each bump
Sparse convolution noise Many small random bumps Density: bumps per cell, 1 to 4

The fractal types

The Fractal parameter picks how the octaves add up. Each type is an algorithm of F. Kenton Musgrave (Texturing and Modeling, 3rd edition, chapter 16). A search for the name of a type finds every basis.

Type How the octaves add up Other programs call it
fBm The sum of the octaves: fractional Brownian motion FBM, fBm Noise
Ridged multifractal Sharp crests where the noise crosses zero, with the detail on the crests Ridged MultiFractal
Hetero terrain Each octave scaled by the height so far: smooth valleys, rough peaks HeteroTerrain, Terrain
Hybrid multifractal As hetero terrain, with the scale capped at 1 Hybrid-MultiFractal, Hybrid terrain
Turbulence The sum of the absolute values of the octaves: a crease at every zero Turbulence, Turbulent Noise
Multifractal The product of the octaves: a low octave damps all the ones above it MultiFractal

A fraction between two types blends them. LightWave's Increment (H) is the same control as Gain: Gain = Lacunarity^(āˆ’H). For example, H = 1 at Lacunarity 2 is Gain 0.5.

The looks

A look recreates the look of a texture from another program. Those programs publish names and parameters, not algorithms, so each look is built from the bare fields here and matched by eye. A search for the other program's name finds the look.

Looks of Cinema 4D noises

Field Cinema 4D name Looks like
Box noise Box Noise Smooth, square-looking blobs with little detail
Blistered turbulence Blistered Turbulence Fine lights and darks, almost mineral
Plateau terrain Buya Mountains with flat plains between them
Cell noise Cell Noise Squares of random gray, with a soft edge
Puffy cells Cranal A round raised bump in every cell
Dents Dents Twisted, layered dents
Displaced turbulence Displaced Turbulence Soft structures that drift, for dunes
Electric Electric Thin bright filaments

Looks of LightWave textures

Field LightWave name Looks like Built from
Wood Wood Sharp rings, pushed by turbulence Rings, turbulence, a ramp
Soft wood Wood 2 Soft rings with a movable transition Rings, fBm
Marble Marble Thin veins across an axis A sine across the axis, distorted by fBm
Crackle Crackle Cracked cells, like dry skin or asphalt Worley F2 āˆ’ F1, with fBm detail
Crumple Crumple Crumpled facets, choppy water Worley F1 over octaves
Crust Crust Crossing circular rims A rim around each Worley point
Veins Veins Thin veins along cell walls Worley F2 āˆ’ F1
Underwater Underwater Interlocking bands of light Ripples at two wavelengths
Flakes Flakes Chips of random gray One random value per Worley cell

LightWave's other textures are bare fields here: its fractal textures are the fractal types above, and Bricks, Checkerboard, Dots, Grid, Honeycomb and Ripples are patterns.

The patterns

Patterns give the structure that noise then disturbs.

Pattern Value Use
Rings Bands around an axis Wood rings. Warp them with Domain warp for grain
Strata Bands along an axis Rock layers and sediment
Waves Ripples around a point Water, brushed metal
Checker Alternating cells, with a soft edge Tiles and test patterns
Bricks A brick bond in 3D, with mortar joints and a soft edge Walls, paving
Honeycomb Hexagonal cells with walls, extruded upward Tiles, meshes
Dots A ball in every cube of a grid Perforations, studs
Grid The lines of a cubic grid Tiles, graph paper
Ripples Waves from up to 8 random centers, crossing each other Water

Rings and Strata have a Profile: 0 is a smooth band, 1 a sawtooth.

Operators for noise

Operator What it does
Domain warp Moves each point by a value noise per axis before its child
Gradient warp Moves each point along the slope of simplex noise, so features drift along it
Noise displacement Moves a surface in and out by value noise
Noise shape Shapes a noise: fold, bias, gain, complement and an output range

As geometry

A ray marcher steps by the distance a field gives, so a field must not change faster than it declares. Each field declares its steepest slope, and the marcher divides its steps by it. A field with a hard edge has an Edge, Bevel, Softness or Contrast parameter: a harder edge looks crisper and makes the field slower to march as geometry. As a material pattern the edge costs nothing.

The noise of a scene is the same on every computer: the hash is integer arithmetic, which the processor and every graphics card compute alike.

In this section
Topics
reference construct noise procedural fields
See also