MT Phasor Noise - Procedural Texture Generator
Default settings when applied to MeetMat's base color.

Default settings when applied to MeetMat's base color.

Gif showing the results of using different gradient map as inputs for the various mappable effects.

Gif showing the results of using different gradient map as inputs for the various mappable effects.

It's even possible to create a cross hatch effect using a grayscale image as the inputs. This was done in Designer though, so bear in mind that it currently only works for power of 2 texture sizes.

It's even possible to create a cross hatch effect using a grayscale image as the inputs. This was done in Designer though, so bear in mind that it currently only works for power of 2 texture sizes.

A great use case for the noise is the rippling effect caused by wind on sand.

A great use case for the noise is the rippling effect caused by wind on sand.

Desert Sand material on a sphere.

Desert Sand material on a sphere.

It's also possible to create a pretty natural looking leather grain quite easily by using 3 fractal octaves with an octave angle offset of 60°.

It's also possible to create a pretty natural looking leather grain quite easily by using 3 fractal octaves with an octave angle offset of 60°.

The noise works in 3 dimensions as well as 2 and can take a custom position map to generate the noise from and a world space normal map to align the noise to flow over the surface seamlessly.

The noise works in 3 dimensions as well as 2 and can take a custom position map to generate the noise from and a world space normal map to align the noise to flow over the surface seamlessly.

Clay render to better show the ridges created by the noise.

Clay render to better show the ridges created by the noise.

As you can see, the results are fully seamless.

MT Phasor Noise - Procedural Texture Generator

A little while back I came across this paper (https://hal.science/hal-02118508/file/ProceduralPhasorNoise.pdf) about a really interesting procedural noise algorithm called Phasor Noise that generates reaction-diffusion-like effects, and I knew I just had to have a go at implementing it for Substance Designer and Painter.

It's very powerful! It includes lots of parameters and mappable effects, such as the width of the wave profiles, the angle of the wave kernels and the wave frequency. It also works in both 2D and 3D and can be seamlessly applied to a mesh using a baked position map, and the kernels can be aligned to the surface normals using a baked world space normal map. This allows the noise to flow over the mesh's surface, creating some really interesting results. It includes up to 8 fractal octaves with 10 blend modes and lots of per-octave controls.

I've got more ideas for things I could make with this, so watch this space!

Available to buy from ArtStation Marketplace (https://www.artstation.com/a/35054416) and Gumroad (https://matt-taylor.gumroad.com/l/MT_PhasorNoise).

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