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ReferenceMaterial nodesProcedural › Noise

Turbulence

Billowing noise in layers, folded at its middle so it has creases, like fire or smoke.

Inputs

PinTypeStarts atNotes
Positionpvec30–
Scalescalefloat3–
Detaildetailfloat5–
Output MinoutMinfloat-1–
Output MaxoutMaxfloat1–

Outputs

PinType
outfloat

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

Texture coordinates into the node, and the node into the material, as Studio draws them.