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Turbulent Displace

Brief Description

Turbulent displace is similar to a Displace modifier where the Displacement Map is driven by a Noise generator.

Controls

Parameter / Script Name Type Default Function
Enabled / enabled Boolean On
Red / process_red Boolean On Enable the red channel in output. Otherwise if there's a source the content of the main source is returned instead, else 0
Green / process_green Boolean On Enable the green channel in output. Otherwise if there's a source the content of the main source is returned instead, else 0
Blue / process_blue Boolean On Enable the blue channel in output. Otherwise if there's a source the content of the main source is returned instead, else 0
Alpha / process_alpha Boolean On Enable the alpha channel in output. Otherwise if there's a source the content of the main source is returned instead, else 0
Amount / scale Float 2D 10, 10 A scale factor applied to the uv value at each pixel of the uv map
Offset / offset Float 2D 0, 0 An offset subtracted from the u value at each pixel of the uv map. This is applied after scale
Wrap U / u_wrap Choice Black How the source image is accessed when the X coordinate is out of bounds
- Black
- Clamp to edge
- Repeat
- Mirror
Wrap V / v_wrap Choice Black How the source image is accessed when the Y coordinate is out of bounds
- Black
- Clamp to edge
- Repeat
- Mirror
Supersampling / supersampling Choice x2 The supersampling factor. Higher means more quality and antialiasing but slower to render
- x1
- x2
- x4
- x8
- x16
Use Map Alpha / multiply_uv_by_source_alpha Boolean On When checked, the displacement map red and green channels are multiplied by the alpha channel of the displacement map. This is useful when the red and green channels may contain non zero values where alpha is zero.
Bounding Box / rod_mode Choice Composition Format
- Unbounded
- Same as Source
- Composition Format
Noise Type / noise_type Choice Perlin
- Perlin: Perlin noise
- Simplex: Simplex noise
- Cellular (F1)
- Cellular (F2)
- Cellular (F2-F1)
- Voronoise: Voronoise (Inigo Quilez, 2014)
Fractal Mode / fractal_mode Choice FBM
- FBM
- Turbulent
- Ridged
Ridge Offset / fbm_ridge_offset Float 0.7
Seed / seed Color 0, 0, 0, 0
Frequency / frequency Float 10
Offset / noise_offset Float 2D 0, 0
Perspective Offset / perspective_transform Boolean Off When checked, the offset is decreased for each octave to create a perspective effect
Scale / noise_scale Float 2D 1, 1
Rotation / noise_rotate Float 0
Skew / noise_skew Float 2D 0, 0
Transform Amount / noise_transform_amount Float 1
Slice / slice Float 0
Octave Slice Offset / slice_octave_offset Float 1 Offset on the slice between each octave
Octaves / octaves Float 1
Octave Offset / octave_translation Float 2D 0, 0
Octave Scale / octave_scale Float 2D 0.5, 0.5
Octave Rotation / octave_rotation Float 0
Attenuation / attenuation Float 0.5
Voronoise U / voronoise_u Float 0
Voronoise V / voronoise_v Float 0
Jitter / noise_jitter Float 1
Warp steps / noise_warp_steps Float 0 Number of fractal domain warping steps
Warp amount / noise_warp_amount Float 0 Amount of fractal domain warping
Curl / curl Boolean Off
Curl Step / curl_step Float 100
Curl Amount / curl_amount Float 1
Contrast / noise_contrast Float 0.25
Level / noise_level Float 0.5
Gamma / noise_gamma Float 1
Invert / noise_invert Boolean Off
Transform / xformGroup Category -
Octaves / OctavesGroup Category -
Deform / DeformGroup Category -
Grade / AdjustGroup Category -
Mask / mask Image -
Mix / mix_with_source Float 1 Dissolves between the original image at 0 and the image with the effect applied at 1