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.. _bpy.types.ShaderNodeTexWave:
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Wave Texture Node
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.. figure:: /images/node-types_ShaderNodeTexWave.webp
:align: right
:alt: 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
:doc:`Noise Texture Node </render/shader_nodes/textures/noise>`.
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
:doc:`Noise Texture Node </render/shader_nodes/textures/noise>`.
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.
Examples
========
.. figure:: /images/render_shader-nodes_textures_wave_example.png
Wave Texture.
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