Noise SOP
Summary[edit]
The Noise SOP displaces geometry points using noise patterns. It uses the same math as the Noise CHOP.
Parameters  Noise Page
Group group
 If there are input groups, specifying a group name in this field will cause this SOP to act only upon the group specified. Accepts patterns, as described in Pattern Matching.
Attribute attribute
 ⊞  This menu sets which attribute of the geometry the Noise SOP acts on.
 Point Position
pos
 Noise is applied in the direction of the point normal. If no normal is specified, a normal is computed.
 Point Normals
n
 Noise is applied to each component of the normal independently and then the vector is renormalized.
 Point Diffuse Color
cd
 Noise is applied to each component of the color independently.
 Point Alpha
alpha
 Noise is applied to alpha.
 Point Texture UV
uv
 Noise is applied to each component uv independently.
 Point Texture W
w
 Noise is applied to texture w.
Type type
 ⊞  The noise function used to generate noise. The functions available are:
 Sparse
sparse
 Produces high quality, continuous noise based on Sparse Convolution.
 Hermite
hermite
 Quicker than Sparse, but produces lower quality noise.
 Harmomic Summation
harmonic
 Sparse noise with the ability to control the frequency step of the harmonics. Takes the longest to compute.
 Brownian
brownian
 Works like a bug in random flight. With Num of Integrals at 2, its acceleration is changed randomly every frame.
 Random
random
 (White Noise) Every sample is random and unrelated to any other sample. It is the same as "white noise" in audio.
 Alligator
alligator
 Cell Noise.
Seed seed
 Any number, integer or noninteger, which starts the random number generator. Each number gives completely different noise patterns, but with similar characteristics.
Period period
 The approximate separation between peaks of a noise cycle. It is expressed in Units. Increasing the period stretches the noise pattern out.
Period is the opposite of frequency. If the period is 2 seconds, the base frequency is 0.5 cycles per second, or 0.5Hz for short. Hz refers to Hertz, the electrical and audio engineer of the 19th century, not the car guy.
If the Type is set to Random, setting this to zero will produce completely random noise. Otherwise, the period should be greater than zero.
Harmonics harmon
 The number of higher frequency components to layer on top of the base frequency. The higher this number, the bumpier the noise will be (as long as roughness is not set to zero). 0 Harmonics give the base shape.
Harmonics with a base frequency of 0.1Hz will by default produce harmonics at 0.2Hz, 0.4Hz, 0.8Hz, etc. (up to the number of harmonics specified by the Harmonics parameter).
Harmonic Spread spread
 The factor by which the frequency of the harmonics are increased. It is normally 2. A spread of 3 and a base frequency of 0.1Hz will produce harmonics at 0.3Hz, 0.9Hz, 2.7Hz, etc.. This parameter is only valid for the Harmonic Summation type.
Roughness rough
 Controls the effect of the higher frequency noise. When Roughness is zero, all harmonics above the base frequency have no effect. At one, all harmonics are equal in amplitude to the base frequency. When Roughness is between one and zero, the amplitude of higher harmonics drops off exponentially from the base frequency.
The default roughness is 0.5. This means the amplitude of the first harmonic is 0.5 of the base frequency, the second is 0.25, the third is 0.125. The harmonics are added to the base to give the final shape. The Harmonics parameter and the Roughness parameter must both be nonzero to see the harmonic effects.
Exponent exp
 Pushes the noise values toward 0, or +1 and 1. (It raises the value to the power of the exponent.) Exponents greater than one will pull the channel toward zero, and powers less than one will pull peaks towards +1 and 1. It is used to reshape the channels.
Number of Integrals numint
 Defines the number of times to integrate (see the Speed CHOP) the Brownian noise. Higher values produce smoother curves with fewer features. Values beyond 4 produce somewhat identical curves. This parameter is only valid for the Random noise type.
Amplitude amp
 Defines the noise value's amplitude (a scale on the values output).
Keep Computed Normals keepnormals

Parameters  Transform Page
The Translate, Rotate, Scale and Pivot parameters let you sample in a different part of the 3D noise space. Imagine a different noise value for every XYZ point in space. Normally, the Noise SOP samples the noise space from (0,0,0) along the Xaxis in steps of 2/period.
By changing the transform, you are translating, rotating and scaling the line along which the Noise SOPs samples the noise space. A slight Yrotation is like walking in a straight path in the mountains, recording your altitude along the way, then restarting from the same initial location, walking in a slightly different direction. Your altitude starts off being similar but then diverges.
Transform Order xord
 ⊞ 
 Scale Rotate Translate
srt

 Scale Translate Rotate
str

 Rotate Scale Translate
rst

 Rotate Translate Scale
rts

 Translate Scale Rotate
tsr

 Translate Rotate Scale
trs

Rotate Order rord
 ⊞ 
 Rx Ry Rz
xyz

 Rx Rz Ry
xzy

 Ry Rx Rz
yxz

 Ry Rz Rx
yzx

 Rz Rx Ry
zxy

 Rz Ry Rx
zyx

Translate t
 ⊞ 
Rotate r
 ⊞ 
Scale s
 ⊞ 
Pivot p
 ⊞ 
Operator Inputs
 Input 0 
TouchDesigner Build:
SOPs 

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An Operator Family that reads, creates and modifies 3D polygons, curves, NURBS surfaces, spheres, meatballs and other 3D surface data.
Each SOP has a list of Points. Each point has an XYZ 3D position value plus other optional attributes. Each polygon Primitive is defined by a vertex list, which is list of point numbers.