Wave Texture Node
The Wave Texture node adds procedural bands or rings with noise distortion.
Inputs
- Vector
Texture coordinate to sample texture at; defaults to Generated texture coordinates if the socket is left unconnected.
- Scale
Overall texture scale.
- Distortion
Amount of distortion of the wave.
Hint
In general, textures can be distorted by mixing their texture coordinates with another texture. The distortion built into the Wave Texture Node uses the Color output of the Noise Texture Node.
To replicate this, center its value range around zero, multiply it by a factor proportional to Distortion/Scale and add the result onto the texture coordinates. Detail, Detail Scale, and Roughness of the Wave Texture Node correspond to the inputs on the Noise Texture Node.
- Detail
Amount of distortion noise detail.
- Detail Scale
Scale of distortion noise.
- Roughness
Blend between a smoother noise pattern, and rougher with sharper peaks.
- Phase Offset
Position of the wave along the Bands Direction. This can be used as an input for more control over the distortion.
Properties
- Type
Bands or Rings shaped waves.
- Bands/Rings Direction
The axis the bands or rings propagate from i.e. which axis they are perpendicular to. When using Bands a Diagonal axis is an option and when using Rings the rings can propagate outwards from a single point by using Spherical direction.
- Wave Profile
Controls the look of the wave type.
- Saw:
Uses a sawtooth profile.
- Sine:
Uses the standard sine profile.
Outputs
- Color
Texture color output.
- Factor
Texture intensity output.