Noise texture

Examples of dimensions:

  1. 2D generator set to 3D allows time to modify it. If set to 4D you can have cos(time) and sin(time) allowing a looping evolution of the generator without apparent movement on the mesh.
  2. 2D generator set to 3D allows manipulation of the coordinates to produce seamless generator in one dimension. Known as the cylindrical lookup approach. Setting to 4D using seamless in one, allows time to modify it.
  3. 2D generator set to 4D allows manipulation of the coordinates to produce seamless generator in two dimensions. These coordinates are tricky to manipulate though, but does not suffer the stretching from the torus lookup approach.
  4. I wouldn’t use a generator dimension to create “per object/island” seed, as the increase in dimension is costly. I would just add to the location offset making them appear different. Centered musgrave might be the exception if you’re going for what that produce.
    Example of multidimensional manipulation to create seamless UV[0,1] space:
    My shading, textures, and material experiments
    Maybe Secrop can have a sanity check on these? :slight_smile: