This tutorial covers the Noise TOP in TouchDesigner, a powerful tool for generating organic shapes from clouds to cellular patterns.
Noise Types and GPU Acceleration
The Noise TOP offers various noise algorithms through the Type parameter:
- Simplex 3D GPU (default)
- Perlin 3D GPU
- Random noise
- Alligator noise
Important: Noise types with “GPU” in parentheses are GPU-accelerated and more performant. Keep this in mind when choosing which noise to work with for optimal performance.
Key Parameters
Seed
The seed parameter generates different noise patterns based on the number value. The noise is deterministic - the same seed value always produces the same pattern. This is useful when you need reproducible results.
Period
The period parameter controls the zoom level of the noise by adjusting the separation between peaks:
- Larger period = more stretched out, zoomed-in noise
- Smaller period = more detailed, zoomed-out noise
Amplitude
Controls the scale of the noise output. Setting amplitude to 0 reveals the base offset value.
Offset
Refers to the midpoint source of the noise (default: 0.5 gray value). This value is added to every pixel in the noise output.
Monochrome
- On (default): Grayscale noise
- Off: Colorful noise with RGB variation
Animating Noise
To create flowing movement, navigate to the Transform page and use the Translate TZ parameter with an expression:
absTime.seconds * 0.5
Adjust the multiplier (0.5) to control animation speed - lower values create slower movement.
Creating Large Color Washes
For big gradient washes of color:
- Turn off Monochrome
- Increase the Period value significantly
- The result: large, flowing color gradients perfect for backgrounds
Working with Inputs
The Noise TOP has two inputs:
Input 1: Background Image
- Sets the resolution of the noise
- Can be combined with the noise output
- Example: Connect a Ramp TOP to control both resolution and color
Input 2: Noise Coordinate Map
- Provides additional control for shaping noise output
- Uses coordinate values to inform how noise is computed
Coordinate Map Examples
Horizontal Gradient (Ramp)
When using a horizontal ramp as a coordinate map:
- Noise coordinates only change left to right
- Each vertical line of pixels shares the same noise value
- Result: Vertical bands of noise
Vertical Gradient
Using a vertical ramp creates horizontal lines of noise.
Combined Coordinate Map
Use a Reorder TOP to combine horizontal and vertical ramps:
- Connect Ramp 1 (horizontal) to first input
- Connect Ramp 2 (vertical) to second input
- Set Output Green to use the second input
- Result: A combined coordinate map with both directions
Output Options
On the Output page, the RGB parameter controls how inputs combine:
- Input plus noise: Adds background image and noise together
- Noise only: Uses background image only for resolution
Switching Between Coordinate Maps
Use a Switch TOP to toggle between different coordinate maps:
- Connect multiple coordinate maps (ramps, reorder output)
- Adjust the Index parameter to switch between them
- Useful for comparing different noise patterns
Practical Tips
- Use the middle mouse button with the value ladder for precise parameter adjustments
- Set Viewer Smoothness to “Nearest Pixel” on the Common page for clearer viewing of low-resolution noise
- The Phase parameter on Ramp TOPs can be animated to create additional movement in coordinate-mapped noise
本教程介绍TouchDesigner中的Noise TOP,这是一个强大的工具,可用于生成从云朵到细胞图案等各种有机形状。
噪声类型与GPU加速
Noise TOP通过Type参数提供多种噪声算法:
- Simplex 3D GPU(默认)
- Perlin 3D GPU
- Random noise(随机噪声)
- Alligator noise(鳄鱼噪声)
重要提示:带有”GPU”标记的噪声类型是GPU加速的,性能更好。在选择噪声类型时请记住这一点,以获得最佳性能。
关键参数
Seed(种子)
种子参数根据数值生成不同的噪声图案。噪声是确定性的——相同的种子值总是产生相同的图案。当你需要可重复的结果时,这非常有用。
Period(周期)
周期参数通过调整峰值之间的间隔来控制噪声的缩放级别:
- 较大的周期 = 更拉伸、放大的噪声
- 较小的周期 = 更细致、缩小的噪声
Amplitude(振幅)
控制噪声输出的比例。将振幅设为0可以显示基础偏移值。
Offset(偏移)
指噪声的中点源(默认:0.5灰度值)。此值会添加到噪声输出的每个像素上。
Monochrome(单色)
- 开启(默认):灰度噪声
- 关闭:带有RGB变化的彩色噪声
动画噪声
要创建流动的运动效果,导航到Transform页面,在Translate TZ参数中使用表达式:
absTime.seconds * 0.5
调整乘数(0.5)来控制动画速度——较小的值创建较慢的运动。
创建大面积色彩渐变
要获得大面积的渐变色彩效果:
- 关闭Monochrome
- 显著增加Period值
- 结果:大面积流动的色彩渐变,非常适合作为背景
使用输入
Noise TOP有两个输入:
输入1:背景图像
- 设置噪声的分辨率
- 可以与噪声输出组合
- 示例:连接Ramp TOP来控制分辨率和颜色
输入2:噪声坐标映射
- 提供额外的控制来塑造噪声输出
- 使用坐标值来决定噪声的计算方式
坐标映射示例
水平渐变(Ramp)
当使用水平渐变作为坐标映射时:
- 噪声坐标只从左到右变化
- 每条垂直像素线共享相同的噪声值
- 结果:垂直的噪声条带
垂直渐变
使用垂直渐变会创建水平的噪声线条。
组合坐标映射
使用Reorder TOP来组合水平和垂直渐变:
- 将Ramp 1(水平)连接到第一个输入
- 将Ramp 2(垂直)连接到第二个输入
- 将Output Green设置为使用第二个输入
- 结果:包含两个方向的组合坐标映射
输出选项
在Output页面,RGB参数控制输入如何组合:
- Input plus noise:将背景图像和噪声相加
- Noise only:仅使用背景图像设置分辨率
在坐标映射之间切换
使用Switch TOP在不同的坐标映射之间切换:
- 连接多个坐标映射(渐变、reorder输出)
- 调整Index参数在它们之间切换
- 用于比较不同的噪声图案
实用技巧
- 使用鼠标中键配合数值阶梯进行精确的参数调整
- 在Common页面将Viewer Smoothness设置为”Nearest Pixel”,以便更清晰地查看低分辨率噪声
- Ramp TOP上的Phase参数可以设置动画,为坐标映射的噪声创建额外的运动效果