An iterative procedural 3D noise pattern, great for rendering displacements such as primordial formations, sediment and rocks and also volumes (nebulae and such) in Blender.
Authors: Gleb Alexandrov and Aidy Burrows @ Creative Shrimp
Nature is pretty noisy and chaotic - but it's a pretty super noise all things considered. Here's a simple but powerful setup to help take the default texture noise to the next level.
Useful for SOLID, LIQUID and GASEOUS states of procedural trickery.
In fact we used it extensively in our recent Nebula course!
For more information visit CreativeShrimp.com
An iterative procedural 3D noise pattern, great for rendering volumes (nebulae and such).
Authors: Gleb Alexandrov and Aidy Burrows @ Creative Shrimp
On our Discord channel we created a section for chat and support, we’d love to see you there!
Here's our Discord channel invite :https://discord.gg/nNReRkzWsh
Please don’t hesitate to get back in contact with us, if you feel there is something you’d like to see us shine a light onto or elaborate further on a given subject (there is always room for bonus content!). Really we’re ready to take onboard any feedback you might have for us!
Aside from Discord also feel free to reach out to us at our details found here :
We also have twitters!
And twitter alternative - mastodons!
https://mastodon.art/@aidyburrows3d
Render Settings > Volumes > Step Rate and Maxsteps
Low Settings: Step Rate 0.1, Max Steps 64
Medium settings: Step Rate 0.01, Max Steps 128
High settings: Step Rate 0.01, Max Steps 256-512
Feel free to check out this Super Noise video.
Mapping
Noise 1 Scale
Noise 2 Scale (the value of the white flag in the Color Ramp)
The ratio of these 2 scales (of the 1st and the 2nd noise). 1 to 1, 1 to 2, 1 to 4 etc
The color ramp squeeze/expand (affects the noise pattern)
The global color ramp (affects the contrast between positive and negative space)
The density multiplier (affects, well, density)
The noise(s) parameters - roughness, distortion, etc (use with caution)
The Principled Volume shader
Color (it's the scattering color, it affects the density too!)
Absorption Color (the lighter values let the light reach further into the volume, looking like subsurface scattering)
SuperNoise 4D
The 'W' parameter (the evolution or time) within the 4d noise can be changed/animated. The larger is the 'W', the more higher-frequency the noise pattern becomes
Note: the 4d version is slightly slower than the 3d one
License:
We use the Standard Royalty Free License - Blender Market Documentation