VerkLabs Designer Nodes Reference

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Animated Values

Texture Glitch

Glitch Effect

Glitch Effect image t uv intensity: 0.1 rgba

The Glitch Effect node implements distortion like a TV with bad reception. Note that it’s animated, so the distortion changes constantly, and at times the image jumps slightly sideways.

Glitch Effect node with an intensity of 0.07.

(source)

Advanced Glitch

Advanced Glitch image t uv intensity: 0.1 digitalNoise: 0.8 scanLines: 0.5 colorShift: 0.7 blockiness: 0.3 rgba

The Advanced Glitch node has more parameters to adjust than the basic Glitch Effect, including color shift.

Advanced Glitch Effect node.

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Datamosh Glitch

Datamosh Glitch image t uv intensity: 0.1 rgba

The Datamosh Glitch distorts random sections by making them “vibrate” and move around, creating a chaotic effect. The previous glitch effects are mostly horizontal, while the datamosh glitch is mostly vertical.

Datamosh Glitch node with intensity of 0.3.

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VHS Glitch

VHS Glitch image t uv intensity: 0.1 rgba

The VHS Glitch simulates the effect that usually affects old VHS tapes, such as horizontal distortion and white stripes.

VHS Glitch node with intensity of 0.3.

(source)

UV Noise

The UV Noise nodes all share certain input properties:

Input Description
t = time They take time as an input, as they can animate over time.
uv The input coordinates to distort. Note that noise nodes can be chained.
offset Added to the time.
speed The speed at which the noise is animated.
zoom More zoom gives finer granularity in the noise.
distortion The amount of distortion.

The uv output is a distorted version of the uv input.

UV Simplex

UV Simplex t uv offset: 0 speed: 0 zoom: 1 distortion: 1 uv

The UV Simplex node applies traditional smooth Simplex Noise to the UV coordinates, distorting the output.

The UV Simplex noise distorting an image with a speed of 0.3, zoom of 3, and distortion of 0.15.

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UV Fractal Brownian

UV Fractal Brownian t uv offset: 0 speed: 0 zoom: 1 distortion: 1 octaves: 4 lacunarity: 2 persistence: 0.5 uv

The UV Fractal Brownian node creates noise using Fractal Brownian Motion (fBm), a multi-octave noise function that creates complex, natural-looking patterns by combining multiple layers of basic noise.

The UV Fractal Brownian noise distorting an image with a speed of 0.3, zoom of 3, and distortion of 0.15.

(source)

UV Turbulence Noise

UV Turbulence Noise t uv offset: 0 speed: 0 zoom: 1 distortion: 1 octaves: 6 uv

The UV Turbulence Noise node creates noise by taking the absolute value of multiple octaves of noise and adding them together. This produces sharp, eddy-like patterns that resemble turbulent flow.

The UV Turbulence Noise distorting to an image with a speed of 0.3, zoom of 3, and distortion of 0.15.

(source)

UV Ridge Noise

UV Ridge Noise t uv offset: 0 speed: 0 zoom: 1 distortion: 1 octaves: 6 uv

The UV Ridge Noise node generates noise by applying specific transformations to simplex noise, creating sharp, ridge-like patterns instead of smooth variations. It’s the inverted UV Turbulence Noise.

The UV Ridge Noise distorting an image with a speed of 0.3, zoom of 3, and distortion of 0.15.

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UV Glitch

UV Glitch t uv intensity: 0.1 uv

The UV Glitch Noise node creates a similar effect as the Glitch Effect node, but it can be applied without a texture.

UV Glitch node with intensity of 0.2.

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UV Block Glitch

UV Block Glitch t uv speed: 1 duration: 1 probability: 0.5 size: 0.5 uv

The UV Block Glitch creates a block of distorted lines that jump around across the area.

UV Block Glitchh node with speed of 5, duration of 1, probability of 1, and size of 2.

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UV Box Glitch

UV Box Glitch t uv speed: 1 duration: 1 probability: 0.5 dislocation: 0.5 size: 0.5 width: 0.05 uv

The UV Box Glitch is similar to the UV Block Glitch, but the block is a frame rather than filled.

UV Box Glitchh node.

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1D Noise

The 1D Noise nodes all share certain input properties:

Input Description
t = time They take time as an input, as they can animate over time.
x A floating point number input (seed)
offset Added to the time.
speed The speed at which the noise is animated.
zoom More zoom gives finer granularity in the noise.
distortion The output will be in the range [-distortion, distortion].

1D Simplex

1D Simplex t x: 0 offset: 0 speed: 0 zoom: 1 distortion: 1 x

The 1D Simplex node creates traditional smooth Simplex Noise. The output is in the range [-distortion, distortion].

The 1D Simplex noise with the plane’s X coordinate as input, then modifying the plane’s Y coordinate and color with a speed of 0.3 and zoom of 2.

(source)

1D Fractal Brownian

1D Fractal Brownian t x: 0 offset: 0 speed: 0 zoom: 1 distortion: 1 octaves: 4 lacunarity: 2 persistence: 0.5 x

The 1D Fractal Brownian node creates noise using Fractal Brownian Motion (fBm), a multi-octave noise function that creates complex, natural-looking patterns by combining multiple layers of basic noise. The output is in the range [-distortion, distortion].

The 1D Fractal Brownian noise with the plane’s X coordinate as input, then modifying the plane’s Y coordinate and color with a speed of 0.3 and zoom of 2.

(source)

1D Turbulence Noise

1D Turbulence Noise t x: 0 offset: 0 speed: 0 zoom: 1 distortion: 1 octaves: 6 x

The 1D Turbulence Noise node creates noise by taking the absolute value of multiple octaves of noise and adding them together. This produces sharp, eddy-like patterns that resemble turbulent flow.

The 1D Turbulence Noise noise with the plane’s X coordinate as input, then modifying the plane’s Y coordinate and color with a speed of 0.3 and zoom of 2.

(source)

1D Ridge Noise

1D Ridge Noise t x: 0 offset: 0 speed: 0 zoom: 1 distortion: 1 octaves: 6 x

The 1D Ridge Noise node generates noise by applying specific transformations to simplex noise, creating sharp, ridge-like patterns instead of smooth variations. It’s the inverted 1D Turbulence Noise.

The 1D Ridge Noise noise with the plane’s X coordinate as input, then modifying the plane’s Y coordinate and color with a speed of 0.3 and zoom of 2.

(source)

2D Noise

The 2D Noise nodes all share certain input properties:

Input Description
t = time They take time as an input, as they can animate over time.
uv A 2D input (usually the current UV value)
offset Added to the time.
speed The speed at which the noise is animated.
zoom More zoom gives finer granularity in the noise.
distortion The output will be in the range [-distortion, distortion].

2D Simplex

2D Simplex t uv offset: 0 speed: 0 zoom: 1 distortion: 1 x

The 2D Simplex node creates traditional smooth Simplex Noise seeded by a 2D input. The output is in the range [-distortion, distortion].

The 2D Simplex noise with the plane UV coordinates as input, then modifying the plane’s Y coordinate and color with a speed of 0.3 and zoom of 2.

(source)

2D Fractal Brownian

2D Fractal Brownian t uv offset: 0 speed: 0 zoom: 1 distortion: 1 octaves: 4 lacunarity: 2 persistence: 0.5 x

The 2D Fractal Brownian node creates noise using Fractal Brownian Motion (fBm), a multi-octave noise function that creates complex, natural-looking patterns by combining multiple layers of basic noise. The output is in the range [-distortion, distortion].

The 2D Fractal Brownian noise with the plane’s UV coordinate as input, then modifying the plane’s Y coordinate and color with a speed of 0.1 and zoom of 2.

(source)

2D Turbulence Noise

2D Turbulence Noise t uv offset: 0 speed: 0 zoom: 1 distortion: 1 octaves: 6 x

The 2D Turbulence Noise node creates noise by taking the absolute value of multiple octaves of noise and adding them together. This produces sharp, eddy-like patterns that resemble turbulent flow.

The 2D Turbulence Noise noise with the plane’s UV coordinate as input, then modifying the plane’s Y coordinate and color with a speed of 0.03 and zoom of 2.

(source)

2D Ridge Noise

2D Ridge Noise t uv offset: 0 speed: 0 zoom: 1 distortion: 1 octaves: 6 x

The 2D Ridge Noise node generates noise by applying specific transformations to simplex noise, creating sharp, ridge-like patterns instead of smooth variations. It’s the inverted 2D Turbulence Noise.

The 2D Ridge Noise noise with the plane’s UV coordinate as input, then modifying the plane’s Y coordinate and color with a speed of 0.03 and zoom of 2.

(source)

3D Noise

The 3D Noise nodes all share certain input properties:

Input Description
t = time They take time as an input, as they can animate over time.
position A 3D input (usually the current position)
offset Added to the time.
speed The speed at which the noise is animated.
zoom More zoom gives finer granularity in the noise.
distortion The output will be in the range [-distortion, distortion].

3D Simplex

3D Simplex t position offset: 0 speed: 0 zoom: 1 distortion: 1 x

The 3D Simplex node creates traditional smooth Simplex Noise seeded by a 3D input (such as 3D position). The output is in the range [-distortion, distortion].

The 3D Simplex noise with the position coordinates as input, then modifying the color with a speed of 0.4 and zoom of 0.7.

(source)

3D Fractal Brownian

3D Fractal Brownian t position offset: 0 speed: 0 zoom: 1 distortion: 1 octaves: 4 lacunarity: 2 persistence: 0.5 x

The 3D Fractal Brownian node creates noise using Fractal Brownian Motion (fBm), a multi-octave noise function that creates complex, natural-looking patterns by combining multiple layers of basic noise. The output is in the range [-distortion, distortion].

The 3D Fractal Brownian noise with the position coordinates as input, then modifying the color with a speed of 0.4 and zoom of 0.7.

(source)

3D Turbulence Noise

3D Turbulence Noise t position offset: 0 speed: 0 zoom: 1 distortion: 1 octaves: 6 x

The 3D Turbulence Noise node creates noise by taking the absolute value of multiple octaves of noise and adding them together. This produces sharp, eddy-like patterns that resemble turbulent flow.

The 3D Turbulence Noise noise with the position coordinates as input, then modifying the color with a speed of 0.4 and zoom of 0.7.

(source)

3D Ridge Noise

3D Ridge Noise t position offset: 0 speed: 0 zoom: 1 distortion: 1 octaves: 6 x

The 3D Ridge Noise node generates noise by applying specific transformations to simplex noise, creating sharp, ridge-like patterns instead of smooth variations. It’s the inverted 3D Turbulence Noise.

The 3D Ridge Noise noise with the the position coordinates as input, then modifying the color with a speed of 0.4 and zoom of 0.7.

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Waves

Square Wave

Square Wave t offset: 0 speed: 1 x

The Square Wave node takes a time input modified by offset and speed, and produces 0 or 1 as output.

Square Wave node used to modify UV coordinates for a yellow line with time used to modify offset.

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Triangle Wave

Triangle Wave t offset: 0 speed: 1 x

The Triangle Wave node takes time input modified by offset and speed, and produces values in the range 0-1, growing linearly to 1, then shrinking to 0 linearly.

Triangle Wave node used to modify UV coordinates for a yellow line with time used to modify offset.

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Sinus Wave

Sinus Wave t offset: 0 speed: 1 x

The Sinus Wave node takes time input modified by offset and speed, and produces values in the range 0-1, growing smoothly to 1 then back to 0 in a sinus wave shape.

Sinus Wave node used to modify UV coordinates for a yellow line with time used to modify offset.

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Sawtooth Wave

Sawtooth Wave t offset: 0 speed: 1 x

The Sawtooth Wave node takes time input modified by offset and speed, and produces values in the range 0-1, growing linearly to 1, then dropping instantly back to 0.

Sawtooth Wave node used to modify UV coordinates for a yellow line with time used to modify offset.

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