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  • Where to find it:


    • Add Procedural Layer / Procedural / Extension Pack / MultiFractal /


    • NodeGraph / Right Mouse Click / Add Nodes / Procedural / Extension Pack / MultiFractal / 





Alligator Noise is a Mari Implementation of SIdeFX Houdini's Alligator Noise, capable of creating organic patterns




Node Overview

Node Ports


  • Manifold (3D/UV)

When this connection is mapped in the Nodegraph it will overwrite the coordinate system used by the Node.

By default, if the 3D Coordinates Handle if unmapped the Node will use your Objects Positional Data.


If the Manifold Port is mapped the Attributes in the Transform Tab of the Node are combined with the Data fed in from the Manifold Port


  • Frequency

Size of overall fractal features on your model. If this port is mapped the Frequency slider in the node no longer has an effect


  • Lacunarity

Frequency of secondary noise used for fractalization and creation of fine detail


  • Octave Gain

Increases or decreases the contrast around a 0.5 midpoint. 
if this port is mapped, the Gain Slider inside the no longer has an effect

Node Properties

MAIN TAB

  • Color A/B

The two colors that make up the final look of the procedural

  • Frequency

Size of the overall fractal features on your model


  • Seed

Randomization value to change the look of the noise while keeping features overall the same






Understanding Noise terminology


For some background information on the terms below please refer to 

Understanding some basic noise terms



  • Octaves

Describes the level of detail of the noise. Detail is created by encapsulating the modifiers below into a loop and

running it multiple times incrementing the values from loop to loop.


  • Lacunarity

Controls the size of the secondary fine details.


  • Gain

Increases or decreases the contrast around a 0.5 midpoint. 


  • Attenuation

Attenuation is a power function run on the result of the noise e.g. NoiseAttenuation


  • Clamp Output

Clamps the noise calculation to a 0-1 range.

Color A/B are applied after the Clamping, so you can still set values above 1 if you choose to

however by clamping the Noise calculation the color mixing between the two colors works more

reliably. In general this should be left on.


  • Invert

Inverts the result of the noise. Inversion is done before color A and B are applied.

TRANSFORM TAB

  • UV Space

By default this procedural is generated in 3D World Space. This results in a seamless noise across UV seams.

By turning on UV Space the procedural is generated based on your UVs, resulting in seams between UV tiles/UDIM & uv shells.


Utilizing Transform Controls such as Scale (see below) you can apply a non-uniform transform to the procedural

to make use of specific UV layouts


  • Per UDIM Pivot

Affects the transformation pivot for UV Transforms when in UV Space


With PerUDIMPivot on all transformation will be performed with a pivot at the centre of each UDIM.


With PerUDIMPivot off, transformations for all UDIMs share one common pivot at the base of UDIM 1001.

This will ensure seamless textures across UDIMs when your UV Shell is scaled up and covering multiple UDIMs.

without a cut inbetween.



UV Transformations applied to multiple UDIMs with perUDIM Pivot On (left) and off (right).

                                                         

  • Scale X / Y / Z

Will apply a scale along X,Y or Z to your noise. This is useful for creating patterns like woodgrain, drips etc.

When UV Space is turned on Scale Z is ignored.

  • Rotate X / Y / Z

Will apply a rotation in X,Y or Z to your noise. When UV Space is turned on Rotate X & Rotate Y are ignored

and rotation is done around the center of each UV Tile/UDIM using Rotate Z.

  • Translate X / Y / Z

Will apply an offset in X,Y or Z to your noise. When UV Space is turned on Translate Z is ignored.