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NoiseFX is a tool which grants procedural control of effects at the material level of control. The tool can be opened by clicking on the nFX shelf icon and shares the same window with PaintFX.

NoiseFX tool window
NoiseFX of the watercolor stylization.

Each MNPRX material (uber and proxy) supports NoiseFX, but the effects driven by NoiseFX depend on the loaded style. To use NoiseFX select an object with an MNPRX material and modify the desired slider.

Noise Widgets

Each style has different effects, therefore, the noise widgets (sections) will vary depending on the currently loaded stylization. Each widget (section) handles a specific effect/behaviour within the style e.g., Lighting, Pigment turbulence, Color bleeding.

On the left side of each widget, you will find a term for the generalized behaviour of each effect. This is followed by a Sphere, visually showcasing what the behavior/effect does. Underneath the Sphere, you will find two buttons.

NoiseFX toggle

This button will toggle the NoiseFX on/off to visualize the difference that the noise creates for the stylization.

Noise type

This button will toggle between 3D noise and 2D noise for the material. 3D noise is excellent for static objects, but for moving/animated objects, 2D noise is recommended, for now.

Modifying Noise

Modifying noise is quite simple, simply select the object with the material that you wish to modify and use one of the three relative sliders.

  • Scale - The scale slider modifies the scale of the 3D/2D noise for the specified effect.
  • Noise - The noise slider modifies the contrast (how strong it is) of the noise for the specified effect. Keep in mind that noise is composed out of positive and negative values and the contrast amplifies the noise in both directions.
  • Shift - The shift slider is the vertical slider on the far right and shifts the noise towards the positive or negative values, accordingly.

Depending on the widget (see Edge Manipulation widget), it may present different names for the Noise slider, but they also just modify the contrast (how strong it is) of the noise for the specified effect.

The relative sliders activate and modify procedural attributes on each material, which can be found in the attribute editor to the right.

Stylization (procedural) attributes
Some procedural stylization attributes within the material, created through NoiseFX.

Resetting the Noise

Reset NoiseFX

If you wish to reset all of these values and the NoiseFX attributed to it, click on the icon at the top-right of the desired widget within the NoiseFX window.

World Scale

If you wish to change the scale of all effects at the same time, you can use the World Scale slider at the bottom of the NoiseFX tool window. This may come in handy when assets change dimensions during production. For an exact numerical value, modify the slider and change it to the desired value within the procedural attributes of the MNPRX material.

Showcase

Adding and modifying NoiseFX

FAQ

Can I change the type of noise that NoiseFX uses?
Yes, but you will need to modify the material within the ShaderFX graph to do so.

  1. Remember which attribute is being modified within the material’s Stylization (procedural) section when modifying the desired NoiseFX values.
  2. Open the ShaderFX graph within the desired material.
  3. Change the CustomGraph node at the top-level from false to true. This will avoid overwriting your changes upon a ShaderFX update.
  4. Navigate to: Material -> ForwardRenderPasses -> Color-DiffusePass -> Control Sets -> Procedural Control -> X Procedural, where X is the procedural attribute that modifies the desired effect.
  5. Depending on what kind of noise algorithm you use, you can hook up your own nodes within the Noise2D or Noise3D node.

Can I add support of NoiseFX to my own custom ShaderFX materials?
Yes, you can add support of NoiseFX to your own custom ShaderFX materials.

  1. Import the mnpr_controlSets.sfx file (found on the shaders folder of your MNPRX installation), which contains all the nodes required to support NoiseFX.
  2. Plug them as the last targets of a Multi Pixel Shader node (4,5,6,7) for the styles to interpret them correctly. You can take existing MNPRX materials as reference, the control sets can be found within the ShaderFX graph editor -> Material -> ForwardRenderPasses -> Color-DiffusePass.

Table of Contents

  1. Noise Widgets
  2. Modifying Noise
    1. Resetting the Noise
  3. World Scale
  4. Showcase
  5. FAQ