Contents
Noise Tweaker is the ultimate "signal shaping" utility. While noise generators produce raw data, Noise Tweaker refines that data into usable textures. It modulates scalar values through a sequential pipeline of transforms including contrast, power curves (bias), ridge generation, posterization, and coverage-based masking. It is the essential bridge between a raw noise node and a material input, perfect for sculpting terrain heightfields, defining cloud density maps, or creating stylized artistic patterns.
Usage & Behavior
Think of this node as a "curve editor" or "levels adjustment" for your noise. Instead of chaining multiple Math nodes (Power, Multiply, Add, Greater Than), Noise Tweaker performs all these operations in a single, optimized, CUDA-safe function. It is particularly useful for creating Masks (using Coverage) or Terrain (using Ridged and Bias).
Key Features
- Sequential Pipeline: Applies transforms in a logical, non-destructive order.
- Geometric Shaping: Instantly converts billowy noise into sharp ridges or bands.
- Value Remapping: Precision control over falloff (Bias) and dynamic range (Contrast).
Parameters
1.0 - abs(2x - 1). This turns smooth hills into sharp, creased mountain peaks.
- 0.0: Hard, binary clip.
- High values: Smooth gradient fade.
- Values > 1.0: Pushes midtones towards black (slimmer peaks).
- Values < 1.0: Pushes midtones towards white (fatter peaks).
- 0.0: Disabled (Smooth).
- Values > 0: The number of steps (e.g., 4.0 creates 4 distinct levels).
Quick Recipes
Essential setups for shaping noise.
Terrain Height
Bias: 2.0
Contrast: 1.2
Quantize: 0.0
Cloud Mask
Transition: 0.4
Contrast: 1.0
Invert: False
Cel/Toon Steps
Contrast: 1.5
Clamp: True
Ridged → Bias (Power) → Contrast → Clamp → Quantize → Coverage (Masking) → Invert.
