Contents
Noise Colorizer is a simple yet powerful utility that maps a scalar noise value into a layered, multi-stage color gradient using distinct threshold steps. While standard color ramps blend values smoothly, Noise Colorizer creates crisp, definitive material zones (e.g., Deep Water → Sand → Grass → Snow), producing visually coherent transitions that look like topographic maps or distinct biomes. It transforms abstract grayscale noise into structured, meaningful data visualization or stylized textures.
Usage & Behavior
The node operates by evaluating the input noise against a series of ascending thresholds. Think of it as a "Quantizer" or "Band Generator." If the noise value exceeds Threshold X, it instantly switches to Color X. This creates hard, clean edges between colors, which is perfect for creating non-blended patterns like camouflage, cell-shaded lighting, or geographic height maps.
Key Features
- 6-Stage Gradient: Supports up to 6 distinct color zones.
- Hard Transitions: Creates distinct bands/islands rather than blurry gradients.
- Terrain Defaults: Pre-configured for Water/Sand/Land/Snow workflow.
Parameters
Note: In the default logic, Color 1 is effectively the "base," so this threshold might be ignored or act as the start of the second band depending on the setup.
Quick Recipes
Use these settings for distinct zoning effects.
Classic Terrain
Thresholds: Default
Colors: Default
Camouflage
Thresholds: 0.2, 0.4, 0.6, 0.8
Input: Distorted Noise
Toon Fire
Thresholds: 0.2, 0.5, 0.8, 0.95
Input: Distortion Utility
mix(result, colorN, steppy(input, thresholdN)) logic. The steppy function acts as a hard switch (0 or 1), ensuring that colors do not blend smoothly but replace each other completely once the threshold is crossed.
