Noise nodes in geometry nodes #91156
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Reference: blender/blender#91156
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For Blender 3.0 we intend to support at least one or two noise texture nodes in geometry nodes (probably Noise and Voronoi). There are a few user oriented and technical decisions we have to make.
UI
For geometry nodes we would probably want to have a vector output next to "Fac(tor)" and "Color". Contrary to the existing outputs, this output should probably be approximately in the [-1, 1] range instead of [0, 1]. Should this also be added to shader nodes?
Technical
We already have some noise functions in
BLI_noise.h
. However, those are not enough to fully implement the noise nodes.Currently, the same noise functions are implemented in three places:
svm_noise.h
).node_noise_texture.osl
).gpu_shader_material_tex_noise.glsl
).Unfortunately, none of these implementations can be used by Blender itself. The Cycles c++ implementation comes the closest, but given how tightly integrated it is with Cycles, it seems unlikely that we can use this.
Currently, the best option I can see is to add a new implementation of all the noise functions in blenlib. Maybe there is an option I'm not aware of.
Added subscriber: @JacquesLucke
Added subscriber: @brecht
Added subscriber: @GeorgiaPacific
Added subscriber: @GottfriedHofmann
I think adding another implementation is the right solution, there's no good way to share the code unfortunately. This should eventually replace the current Blender texture nodes also, so it will allow removing that code eventually.
Adding a vector output to the current nodes seems fine to me, but maybe do that as a second step once you have the initial compatible implementation with color and factor?
Two points about that:
Added subscriber: @Florian-10
When the Noise gets a refactor. Maybe there is a way to make it better? I have currently no idea what could be better (Performance?). But if you touch it anyway? I mean it is an oppurtunity.
Doing that as a separate step is fine with me.
I'm also not sure what's a good way to generated these unit vectors. Need to do some research.
I still have to check what those are doing exactly, but sounds reasonable.
We are not touching the existing code yet. Instead we want to make a compatible version available in geometry nodes. So the other noise implementations won't change. Also, given time constraints, we probably won't have highly optimized noise code in geometry nodes for 3.0, but we'll see. That's something that can be optimized in isolation relatively easily later on.
Let's not get side tracked with this kind of thing, the same opportunity is always there.
Added subscriber: @myway880
Just in case, this is useful (https://github.com/Auburn/FastNoise2/). It's MIT licensed.
Added subscriber: @Eary
Is it going to have the same result as the material noise node with the same settings and the same mapping? Because the prototype noise produces different result from the material node even with same settings and mapping, not sure whether the official one will tackle this so I am asking.
The computed noise should be that same as in cycles and eevee.
The noise node in the prototype used a different implementation which was not compatible with cycles, that's why this task exists.
Added subscriber: @OmarEmaraDev
Added subscriber: @CharlieJolly
As an aside, the uniform distribution was tackled in this patch, needs updating when fields is merged D10883: Geometry Nodes: Attribute Randomize Spherical Node.
For random numbers a uniform mapping like that works. But for procedural texture patterns you would get distortion and/or discontinuities.
Changed status from 'Needs Triage' to: 'Resolved'