ReferenceMaterial nodesProcedural › Noise
Turbulence
Billowing noise in layers, folded at its middle so it has creases, like fire or smoke.
ƒTurbulence
Position000
Scale3
Detail5
Output Min-1
Output Max1
Inputs
| Pin | Type | Starts at | Notes |
|---|---|---|---|
Positionp | vec3 | 0 | – |
Scalescale | float | 3 | – |
Detaildetail | float | 5 | – |
Output MinoutMin | float | -1 | – |
Output MaxoutMax | float | 1 | – |
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){ float n2_out = mix(-1.0, 1.0, plus_turb((vec3(0.0, 0.0, 0.0)).xy * 3.0, 5.0)); fragColor = vec4(vec3(n2_out), 1.0);}In a graph
ƒTurbulence
Position000
Scale3
Detail5
Output Min-1
Output Max1
◎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.