While usinging shader nodes, I am trying to make a noise texture on a plane, start from the middle and project radially so when I shrink the necessary xyz, I can turn the noise into lines.
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https://blender.stackexchange.com/questions/45167/how-to-create-a-procedural-chevron-like-texture-material/45169#45169 – Duarte Farrajota Ramos Feb 19 '19 at 02:06
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Unless im miss reading the content in the link, this does not answer my question. I gues when i say radially i mean a line coming from the center point towards all the edges – Nick Sieben Feb 19 '19 at 02:46
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can you post a image example, even if it just a hand drawn sketch? – rob Feb 19 '19 at 09:06
3 Answers
You can add a scalar multiple of cosine of the angle that the vector makes with the x axis to the x component, and similarly with the y component but with the sine of the angle, this will produce:
Higher scalar values means more line-like distortion. A radial distortion can be done as follows:
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This did exactly what I needed it to do, thank you. But is there a way to move the texture around, I noticed it stays at 0,0,0 and its cool i can move the object around and goto dif parts of the texture. – Nick Sieben Feb 20 '19 at 17:10
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Do i use a different geometry link. Or say I apply this to a cube, is there a way to center it on each face of a cube? – Nick Sieben Feb 20 '19 at 17:12
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@NickSieben Did you try transforming the Position input using a mapping node or a vector math node? – Omar Emara Feb 20 '19 at 18:03
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I actually thought I did this but had my mapping node in the wrong spot. Thank you! This is great – Nick Sieben Feb 22 '19 at 04:29
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Is there a way to do this with a wave texture, like in the first photo, except with lines starting sharply in the center. Ive tried multiple things and looking up the triangle wave but I dont understand the math well enough to make it work. – Nick Sieben Nov 30 '19 at 21:06
This might be really helpfull How to Twist a Procedural Material?
I think the basic idea of the question is: "When I scale a noise texture around x", I get "lines" along the yz-plane, can I transform the coordinate system in a way to get radial lines"
The "cheap" way of doing this is something like
where a linear cut through the noise texture gets rotated around the center. For a more control, I think the coordinates need to be transformed into spherical ones and the angle needs to be scaled.
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Using a quadratic gradient as the input vector for the noise will yield the same effect, but is generally faster and simpler. – Omar Emara Feb 19 '19 at 09:37
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Could you elaborate? When I don't take the square root, the scale increases depending on the distance to the origin. On the other hand the mesh is scaled to an 8 by 8 dimension, so at the default dimensions, the effect might be smaller. – miceterminator Feb 19 '19 at 09:52
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I have no idea how i ended up here.
But i actually do this with a vector math node and texture coordinates
It's never too late!
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