Using fully procedural noise patterns
In this recipe, we will talk about a technique that is both powerful and flexible but also quite demanding in terms of computing power. It is best used as a means of creating other assets, and it’s one that isn’t really suited for real-time apps and games. We are talking about the Noise node — a fully procedural mathematical system that allows you to create many different non-repetitive textures and assets.
Similar to the technique we studied in Chapter 2, in the recipe named Creating semi-procedural materials, this node takes things a bit further and enables you to use an effect that’s very widespread in offline renderers, giving you the ability to create materials where repetition is not a concern. Let’s see how it’s done!
Getting ready
Unlike in the previous recipe, we won’t need anything else apart from what the engine offers us to tackle this recipe. However, I’ve prepared a...