ReferenceMaterial nodesProcedural › Noise
Ridged Noise
Sharp ridges in layers, like mountains or lightning.
ƒRidged Noise
Position00
Scale3
Detail5
Inputs
| Pin | Type | Starts at | Notes |
|---|---|---|---|
Positionp | vec2 | 0 | – |
Scalescale | float | 3 | – |
Detaildetail | float | 5 | – |
Outputs
| Pin | Type |
|---|---|
out | float |
The code it becomes
What Studio writes for the graph below: a few lines of the material's shader, worked out for every pixel.
void mainImage(out vec4 fragColor, in vec2 fragCoord){ vec2 n1_uv = (vec2(fragCoord.x / iResolution.x, 1.0 - fragCoord.y / iResolution.y) * vec2(1.0, 1.0)); vec2 n1_centred = (vec2(fragCoord.x - 0.5 * iResolution.x, 0.5 * iResolution.y - fragCoord.y) / iResolution.y); vec2 n1_square = (vec2(fragCoord.x, iResolution.y - fragCoord.y) / iResolution.y); float n2_out = lib_ridged(n1_uv * 3.0, 5.0); fragColor = vec4(vec3(n2_out), 1.0);}In a graph
●UV
U Tiling1
V Tiling1Centred
Square UV
ƒRidged Noise
Position
Scale3
Detail5
◎Material OutputEnds here
Colour
Alpha1
Texture coordinates into the node, and the node into the material, as Studio draws them.
Related
Notes from the community
Written by creators and checked by the docs' editors. Not part of Motion's official reference.