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While usinging shader nodes, I am trying to make a noise texture on a plane, start from the middle and project radially so when I shrink the necessary xyz, I can turn the noise into lines.

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  • $\begingroup$ blender.stackexchange.com/questions/45167/… $\endgroup$ Feb 19, 2019 at 2:06
  • $\begingroup$ Unless im miss reading the content in the link, this does not answer my question. I gues when i say radially i mean a line coming from the center point towards all the edges $\endgroup$ Feb 19, 2019 at 2:46
  • $\begingroup$ can you post a image example, even if it just a hand drawn sketch? $\endgroup$
    – rob
    Feb 19, 2019 at 9:06

3 Answers 3

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You can add a scalar multiple of cosine of the angle that the vector makes with the x axis to the x component, and similarly with the y component but with the sine of the angle, this will produce:

Node Tree

Higher scalar values means more line-like distortion. A radial distortion can be done as follows:

Node Tree

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  • $\begingroup$ This did exactly what I needed it to do, thank you. But is there a way to move the texture around, I noticed it stays at 0,0,0 and its cool i can move the object around and goto dif parts of the texture. $\endgroup$ Feb 20, 2019 at 17:10
  • $\begingroup$ Do i use a different geometry link. Or say I apply this to a cube, is there a way to center it on each face of a cube? $\endgroup$ Feb 20, 2019 at 17:12
  • $\begingroup$ @NickSieben Did you try transforming the Position input using a mapping node or a vector math node? $\endgroup$
    – Omar Emara
    Feb 20, 2019 at 18:03
  • $\begingroup$ I actually thought I did this but had my mapping node in the wrong spot. Thank you! This is great $\endgroup$ Feb 22, 2019 at 4:29
  • $\begingroup$ Is there a way to do this with a wave texture, like in the first photo, except with lines starting sharply in the center. Ive tried multiple things and looking up the triangle wave but I dont understand the math well enough to make it work. $\endgroup$ Nov 30, 2019 at 21:06
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This might be really helpfull How to Twist a Procedural Material?

I think the basic idea of the question is: "When I scale a noise texture around x", I get "lines" along the yz-plane, can I transform the coordinate system in a way to get radial lines"

The "cheap" way of doing this is something like this where a linear cut through the noise texture gets rotated around the center. For a more control, I think the coordinates need to be transformed into spherical ones and the angle needs to be scaled.

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  • $\begingroup$ Using a quadratic gradient as the input vector for the noise will yield the same effect, but is generally faster and simpler. $\endgroup$
    – Omar Emara
    Feb 19, 2019 at 9:37
  • $\begingroup$ Could you elaborate? When I don't take the square root, the scale increases depending on the distance to the origin. On the other hand the mesh is scaled to an 8 by 8 dimension, so at the default dimensions, the effect might be smaller. $\endgroup$ Feb 19, 2019 at 9:52
  • $\begingroup$ I actually meant the distance. Check the edit to my answer. $\endgroup$
    – Omar Emara
    Feb 19, 2019 at 10:09
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I have no idea how i ended up here.

But i actually do this with a vector math node and texture coordinates

In Spherical mode: enter image description here

and radial mode: enter image description here

It's never too late!

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