Animated Values
Texture Glitch
Glitch Effect
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
The Advanced Glitch node has more parameters to adjust than the basic Glitch Effect, including color shift.
Advanced Glitch Effect node.
(source)Datamosh Glitch
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.
(source)VHS Glitch
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
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.
(source)UV Fractal Brownian
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
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
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.
(source)UV Glitch
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.
(source)UV Block Glitch
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.
(source)UV Box Glitch
The UV Box Glitch is similar to the UV Block Glitch, but the block is a frame rather than filled.
UV Box Glitchh node.
(source)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
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
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
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
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
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
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
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
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
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
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
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
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.
(source)Waves
Square Wave
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.
(source)Triangle Wave
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.
(source)Sinus Wave
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.
(source)Sawtooth Wave
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.
(source)