Maybe this node setup is useful for some. It’s basically a way of ensuring no visible seam when using noise on mapped coordinates. So the outputted noise level at x=0 and x=1 is identical. Previously I’ve just mirrored the x value at 0.5, but that obviously causes a very visible flip. This one does have the flip, but it’s at a disjointed location, meaning that at x=0.5 there is no visible flip.
The setup is using two noises with offset vector inputs (any random number in the vector add node will do).
Noise 1 goes up and down creating the mirrored effect.
Noise 2 goes up and suddenly switches to bottom then ramps up again.
Clever mixing of the two makes sure none of these mirrors and jumps are visible.
I’ve left the curves in the node tree so you can visualize what the math nodes actually do.
The blue and yellow nodes at the bottom are the contents of the custom math nodes. I use these a lot because curves just doesn’t work well.
Ok, so the node setup is like this:
I didn’t get conclusive answer in this thread about using color (3ch) nodes for math (1ch) stuff wrt efficiency, so I’m still using math based mixer (fLerp) rather than a color mixer.
When to use it?
Whenever you go “I need to hide this noise seam”, you should think of this post