GeoNoise

The GeoNoise node warps meshes using a Perlin noise function that creates seemingly random noise. For example, you could use this node to generate animated noise for rippling waves or clouds, or to create a terrain from a flat card.

Tip:  GeoNoise's classic 3D system equivalent is the ProceduralNoise node.

Inputs and Controls

Connection Type

Connection Name

Function

Input

unnamed

The previous stage in the scene you want to affect.

Control (UI)

Knob (Scripting)

Default Value

Function

GeoNoise

Mask

mask_patterns

{lastmodified}

Specifies the mask pattern to match the prim names to affect. The default mask, {lastmodified}, applies the transform to whatever was changed by the previous node. A simple way to think of it is that {lastmodified} affects the node above. You can use standard glob-style variables, such as /*, to create masks or use individual prim names separated by spaces. For example, /GeoCube1 /GeoCard3 applies the transform to only those prims.

Tip:  You can also use the cog menu, the Viewer picker, or drag and drop paths from the Scene Graph to create masks.

Noise Type

mode

fBm

Choose the type of noise to use:

Turbulence is the same as fBm except it uses the absolute value of the noise function so the values it sums up are all between 0 and 1.

fBm (fractional Brownian motion) runs noise() octave times at different scales to get random numbers between -1 and +1 and then adds them up.

Amount xyz

amount

1, 1, 1

Allows you to control the amount of noise applied to the prim on each axis.

Tip:  If you want to affect all axes equally, click the single/multiple value button on the right of the Properties panel to gang the xyz controls into a single Amount slider.

Octaves

octaves

1

Controls the amount of detail in the noise applied to the prim. Each increment has twice the frequency of the previous number. Lower values produce smoother, large scale noise and higher values more angular, small scale noise.

Lacunarity

lacunarity

2

Controls the change in frequency between the specified number of Octaves. Lower values produce coarse noise and higher values finer, small scale noise.

Gain

gain

0.5

Controls the amount of noise gain applied to the prim. Gain essentially multiplies the noise effect applied to the prim.

Time

time

0

Adjusts the time coordinate on the noise, which produces the effect of noise evolving as time progresses. For example, applying GeoNoise to a GeoCard and adding a keyframe of time=0 at frame 1 and time=1 at frame 10 produces a wave effect.

file_menu

N/A

Select to import or export a channel file:

Import chan file - import a channel file and transform the input object according to the transformation data in the channel file. Channel files contain a set of Cartesian coordinates for every frame of animation in a given shot. You can create and export them using Nuke or 3D tracking software, such as 3D-Equalizer, Maya, or Boujou.

Export chan file - export the translation parameters that you’ve applied to the input object as a channel file. This is a useful method of sharing setups between artists.

snap_menu

N/A

Choose what a selection in the Viewer or pivot point is snapped to in the Viewer:

Geo to Selection (position) - the object is snapped to a new position depending on the points selected.

Geo to Selection (position, orientation) - the object is snapped to a new position and orientation depending on the points selected.

Geo to Selection (position, orientation, size) - the object is snapped to a new position, orientation, and size depending on the points selected.

Pivot Point to Selection (position) - the pivot point is snapped to a new position depending on the points selected.

Pivot Point to Selection (position, orientation) - the pivot point is snapped to a new position and orientation depending on the points selected.

Pivot Point to Selection (orientation) - the pivot point is snapped to a new position, orientation, and size depending on the points selected.

Transform Order

xform_order

SRT

Sets the operation order for scale (S), rotation (R), and translation (T). The possible operation combinations are SRT, STR, RST, RTS, TSR, TRS.

Rotation Order

rot_order

ZXY

Sets the order of rotation. The possible axial combinations are ZXY, XYZ, XZY, YXZ, YZX, ZXY, ZYX.

Translate

translate

0,0,0

Translates the noise along the x, y, and z axes. You can also adjust translate values by clicking and dragging the axis in the 3D Viewer.

Rotate

rotate

0,0,0

Rotates the noise around the x, y, and z axes. You can adjust rotate values by holding down Ctrl/Cmd and dragging in the 3D Viewer.

Scale

scaling

1,1,1

Scales the noise on the x, y, and z axes.

Uniform Scale

uniform_scale

1

Scales the noise simultaneously on the x, y, and z axes.

skew

skew

0,0,0

Skews the noise on the x, y, and z axes.

Pivot Translate

pivot_translate

0,0,0

Translates the pivot point and transform handles along the x, y, and z axes without affecting the objects in the scene. You can also translate the pivot point by holding down Ctrl/Cmd and dragging the axis in the 3D Viewer.

Pivot Rotate

pivot_rotate

0,0,0

Rotates the pivot point and transform handles along the x, y, and z axes without affecting the objects in the scene. You can also rotate the pivot point by holding down Ctrl/Cmd and dragging the axis in the 3D Viewer.

Local Matrix

Specify Matrix

useMatrix

off

Enable this control to specify matrix values for the noise you’re transforming as an alternative to setting transform, scale, skew and pivot values above.

matrix

matrix

N/A

The matrix displays values from the noise’s transform, rotate, scale, skew, and pivot controls.

Check Specify Matrix and copy or drag-and-drop matrix values from another object to apply those values, for example, if you wanted to align objects in a scene.