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Nodes · Atelier

CoherentNoise

Atelierv1coreNeeds full input

Overview

Noise that tracks the world: sampled in world space through the position pass, so grain, paper and jitter stay stationary on the surface across a camera move instead of sliding on the glass. A noise layer for other nodes, or applied as grain directly.

How to

How-to

  1. Wire a render with a position pass; set scale in world units (or scale_px on a plate).
  2. output = noise gives the field; grain modes multiply, add or mix it into the picture.
  3. evolve_rate animates it quantised to fps, so it steps with the frames.

Inputs

InputWhat it takes
inthe image this node works on

Outputs

OutputType
outImage

Parameters

ParameterTypeDefaultWhat it does
scaleFloat0.05Feature size in the render's world units (with a position pass) — the field is stationary on the surface on every frame.
scale_pxFloat12.0Feature size in px on the screen: the fallback without a position pass, and for pixels with none (sky).
octavesInt3Fractal detail.
contrastFloat1.0Contrast of the applied grain about 0.5.
amountFloat0.25How much the grain is applied (multiply / add / mix).
outputChoicenoisenoise: the field as a noise data layer only, for other nodes. multiply / add / mix: applied to the picture as grain. noisemultiplyaddmix
evolve_rateFloat0.0Ticks per second at which the field drifts (0 = still). Quantized, like the painterly boil.
evolveFloat0.25How far one tick moves through the field, in feature sizes.
fpsFloat24.0The rate evolve is quantised to, so the noise steps with the project's frames instead of drifting between them.
seedInt7A different field.
disabledBoolfalseBypass: the node passes its first input through untouched (D in the graph). The knobs keep their values for when it comes back.
labelTextA note shown under the node in the graph — what this node is FOR. Never affects the render or the cache.
hide_inputBoolfalseDraw the node without its input wire — a tidy graph for a node whose source is obvious (a Dot, a viewer tap).