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Noise Modifier

modifiers/noise-modifier·v1.5.1
IN:1  OUT:1

The Noise Modifier samples a noise field at each instance, at its position or rest position, and turns it into a transform: a displacement, a rotation (Euler angles or Aim Along Motion) and an added or multiplied scale. The noise can be a vector or a scalar pushed along a direction, with curl noise for fluid-like motion and a full transform stack to place the field.

Solver Mode Simple applies the noise fresh every frame, while Advect carries each instance through the field over time (Initialize, then Start), turning it along its motion by Aim Weight. Do Falloff can drive translation, rotation and scale separately, and the raw noise can be output as a point attribute.

PAGENoise
GroupGroupIf there are input groups, specifying a group name in this field will cause this POP to act only upon the group specified.
Target Feedback Loop POPTargetpopA reference to a POP node downstream in the network whose data is retrieved one frame later.
Do FalloffDofalloffWeight the effect on each point by the Falloff Attribute.
Falloff Affects TranslationFalloffposEnable the falloff scaling the noise translation.
Falloff Affects RotationFalloffrotWhen on, the falloff scales the noise rotation.
Falloff Affects ScaleFalloffscaleWhen on, the falloff scales the noise scale.
Falloff AttributeFalloffattrThe point attribute, 0 to 1, that weights the effect.
Use Rest AttributeUserestattrEnable sampling the noise at the rest position, which keeps it stable under deformation.
Enable Direction from AttributeEnabledirattrFor scalar noise, read the direction of each point from the Direction Attribute.
Default DirectionDefaultdirSets the direction used for all points by scalar noise when no attribute is used.
Direction AttributeDirectionattrSets the point attribute holding the direction of the scalar noise.
Curl NoiseCurlnoiseUse divergence-free curl noise for fluid-like motion.
SeedSeedNumerical value that initializes the randomization.
PeriodPeriodPeriod (scale) of the noise field.
HarmonicsHarmonThe number of higher frequency components to layer on top of the base frequency. 0 harmonics give the base shape.
Harmonic SpreadSpreadThe factor by which the frequency of a harmonic increases relative to the previous harmonic.
Harmonic GainGainAmplitude of the Harmonics layered on top of the base frequency.
AmplitudeAmpThe noise values amplitude (a scale on the values output).
ExponentExpSets the exponent. The internal value is raised by the power of the exponent.
OffsetOffsetAdds an offset to the resulting value.
Positive OnlyPositiveTakes the absolute value of the noise in each axis, making all negative values positive.
Output Noise AttributeOutputnoiseattrEnable writing the noise to a point attribute, weighted by the Falloff Attribute when Do Falloff is on.
Noise Attribute NameNoiseattrName of the output noise attribute.
PAGETransform
Translate 4DT4dTranslates the points through the 4th noise dimension.
PAGEAffect
Affect PositionAffectpositionApply the effect to the position.
Position AmountPositionamountSets the strength of the position displacement.
Affect RotationAffectrotationEnable rotating the points by the noise.
Rotation AmountRotationamountScales the Euler angles, or blends toward the aim in Aim Along Motion (0 keeps the incoming rotation, 1 is fully aimed).
Aim WeightAimweightSets how fast the instances aim along their motion.
Affect ScaleAffectscaleScale the points by the noise.
Uniform Scale UniformscaleEnable using one scale value for all axes.
Scale AmountScaleamountSets the strength of the scale change.
Map from LowFromlowSets the low end of the input range of the remap.
Map from HighFromhighSets the high end of the input range of the remap.
Map to LowTolowSets the low end of the output range of the remap.
Map to HighTohighSets the high end of the output range of the remap.
Positive OnlyPositivescaleKeep the noise scale positive by taking its absolute value, per axis.
InitializeInitializepulseInitializes the POP from its input and parameters.
StartStartpulseStart the simulation from the initialized state.
PlayPlayPause or play the feedback loop.
StepSteppulseAdvance the simulation by one frame while paused.
PAGECommon
BypassBypassPass through the first input to the output unchanged.
Free Extra GPU MemoryFreeextragpumemFree memory that has accumulated when output memory has grown and shrunk.
Render PrimitivesRenderprimitivesWhether to render the full POPX geometry. When off, only point instances are drawn.
Convert to Point PrimitivesConverttoptprimEnable converting points to point primitives when Render Primitives is off.
SRT / RSTSrtrstSets the transform order, SRT or RST, used when the points are rendered as TouchDesigner instances.
IORead
popxFalloffpoint floatFalloff attribute controlling where and how strongly the effect is applied (default popxFalloff; set by Falloff Attribute).
IOModified
Ppoint vec3Instance position. Displaced by the noise in Simple mode and advected through the noise field over time in Advect mode.
Orientpoint vec4Instance orientation quaternion. Rotated by the noise (additive) or aimed along the direction of motion, blended by Rotation Amount / Aim Weight.
Scalepoint vec3Instance scale. Driven by the remapped noise magnitude when Affect Scale is on (Simple mode); unchanged in Advect mode.
Pivotpoint vec3Per-instance pivot, carried through and used to build the instance transform.
Transformpoint mat3Per-instance 3x3 transform, rebuilt from the noise-modified pose (local/world frame and scale mode).
IOCreated
FullTransformpoint mat4Per-instance 4x4 transform including pivot-corrected translation.
Input 0 POP - POPX/POP Geometry
Output 0 POP - POPX/POP Geometry