From the course: 3ds Max: Tips, Tricks and Techniques

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Generating a fractal noise pattern in OSL

Generating a fractal noise pattern in OSL - 3ds Max Tutorial

From the course: 3ds Max: Tips, Tricks and Techniques

Generating a fractal noise pattern in OSL

- [Instructor] Continuing with our project of a 3D procedural noise map in the open shading language, I'm picking up where we left off in the previous movie. Last week, we declared all of the input and output parameters. So far, we don't have anything in our swatch here, because we have not actually added any statements. So it's just taking the initialized value of this output, that's zero, and outputting it to the shader. So we need to plug in something here in between these two curly braces, and we're going to generate a four-dimensional noise pattern. It will extend in three dimensions, X, Y, and Z, in world space or object space, and additionally, it will have a fourth dimension, which is the phase or the time, which we can adjust in order to change the shape of the pattern. We could write our own function to generate the noise here, but we don't have to, because there is a built-in library function, which is called noise, and it has several different options. We're going to use…

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