Contents
Shard Noise is a hybrid procedural pattern that sits between Worley-style feature-point noise and smoothed impulse scattering. Unlike lattice-based noises (like Perlin) that produce rolling hills, Shard Noise creates sharp, crystalline discontinuities. It uses a radially weighted, randomized impulse system with non-linear shaping (via a hyperbolic tangent function) to generate distinctive splinter-like structures and faceted geometry.
Usage & Behavior
The visual signature of Shard Noise is "broken glass" or "crystals." It lacks the smooth transitions of standard noise, opting instead for hard edges and linear gradients. This is generated by a randomized impulse system.. these impulses don't blend softly; they crash abruptly into one another, creating hard boundaries. It is a chaotic architecture of sharp, crystalline discontinuities. The entire composition looks like a massive, complex structure that has been shattered, resulting in distinctive, splinter-like formations and rigid, interlocking faceted geometry, frozen at the exact moment of impact. By manipulating the Anisotropy vector, you can stretch these shards into long needles, making it perfect for imitating brushed metals, ice cracks, or stylized speed lines.
Key Features
- Impulse Scattering: Hybrid algorithm blending 3x3x3 neighbor search with radial weights.
- Non-Linear Shaping: Uses
tanhfunctions to sharpen soft impulses into hard edges. - Anisotropy: Native directional scaling for creating needle-like structures.
Parameters
- (1, 1, 1): Uniform, isotropic crystals.
- (10, 1, 1): Long, thin splinters stretched along the X-axis.
- High values: Razor-sharp transitions, binary look.
- Low values: Soft, blurry lumps.
- High values: Shards overlap and blend more.
- Low values: Shards become isolated points.
Quick Recipes
Use these settings for crystalline materials.
Broken Ice
Anisotropy: (1.5, 1.0, 1.0)
Octaves: 3
Invert: True
Brushed Metal
Anisotropy: (0.1, 20.0, 0.1)
Spread: 2.0
Octaves: 1
Sci-Fi Plating
Spread: 0.8
Anisotropy: (1, 1, 1)
Octaves: 1
tanh-like approximation: x * inversesqrt(1.0 + x*x). This non-linear mapping is what gives the shards their characteristic sharp edges while remaining analytically smooth.
