To create a GLSL shader in TouchDesigner that mimics the noise shader from Cinema 4D, you need to write a shader that can handle multiple types of noise and provide control over various noise parameters. Here’s a step-by-step guide to achieve this:
- Open TouchDesigner and create a new project.
- Add a
GLSL TOP to your network.
- Create a
Constant TOP and connect it to the GLSL TOP.
In the GLSL TOP, you’ll be writing GLSL code that can generate different types of noise. Here is an example of a GLSL shader that includes Perlin and Simplex noise. You can expand it to include other noise types as needed.
gl_Position = vec4(P, 1.0);
uniform vec2 uResolution;
uniform int uNoiseType; // 0: Perlin, 1: Simplex
uniform float uPersistence;
uniform float uLacunarity;
// Include your noise functions here (Perlin, Simplex, etc.)
// Example: Simplex Noise function (you can find implementations online)
// Simplex Noise function example (use a library or detailed function here)
// Placeholder for noise function
// Implement your noise function here or include from a library
return fract(sin(dot(st.xy, vec2(12.9898,78.233))) * 43758.5453123);
// Placeholder for fbm (fractal Brownian motion)
// Implement fbm based on your noise function
for (int i = 0; i < int(uOctaves); i++) {
value += amplitude * noise(st);
amplitude *= uPersistence;
vec2 uv = vUV * uScale + uOffset;
} else if (uNoiseType == 1) {
fragColor = vec4(vec3(n), 1.0);
- Add a
Constant CHOP and create channels for each uniform variable (e.g., uTime, uNoiseType, uScale, uOffset, uOctaves, uPersistence, uLacunarity).
- Connect the
Constant CHOP to a Null CHOP and make it active (Right-click > Active).
- In the
GLSL TOP, go to the Uniforms tab and link each uniform to the corresponding channel from the Constant CHOP.
- Add a
Slider COMP for each parameter you want to control.
- Link the sliders to the channels in the
Constant CHOP.
- Adjust the range and default values of the sliders as needed.
- Test your shader by adjusting the sliders and observing the changes.
- Expand the fragment shader to include more types of noise by adding more functions and cases in the
if statements.
- Refine the noise functions for better visual quality, using well-known noise algorithms.
Here’s an example configuration for the Constant CHOP:
uTime: Time (use a Time CHOP to drive this)
uNoiseType: 0 for Perlin, 1 for Simplex (use an integer slider)
uScale: Scale of the noise (use a float slider)
uOffset: Offset of the noise (use a 2D vector)
uOctaves: Number of octaves for fbm (use a float slider)
uPersistence: Persistence for fbm (use a float slider)
uLacunarity: Lacunarity for fbm (use a float slider)
- Make sure the
GLSL TOP is set to 32-bit float for high precision.
- Add more noise types as needed by implementing additional noise functions and updating the shader code accordingly.
By following these steps, you can create a flexible GLSL noise shader in TouchDesigner that mimics the various noise types and parameters found in Cinema 4D.