» Instance Noodles update: Alpha 0.3 "Tonkotsu"
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Instance Noodles update: Alpha 0.3 "Tonkotsu"

New Noodles: Alpha 0.3 "Tonkotsu"

Get them here:

Some new & improved nodes + bugfixes but the tasty new flavors are Noise & CSG implementations.


New textureless magic noise suite based largely on the great GLSL postings of http://briansharpe.wordpress.com/
to use in a shader see InstanceNoodles\nodes\modules\Common\NoodleNoise.fxh
Of course there are nodes for people that don't want to mess with shader code though.

Includes 2D and 3D Perlin, Simplex and Worley, all with single octave noise as well as FBM, Turbulence & Ridge flavors. Worley comes with various distance metrics & cell functions. To get an idea of the (many) Worley combinations here's a nice reference:

Worley Noises

image source: mines.lumpylumpy.com/Electronics/Computers/Software/Cpp/Graphics/Bitmap/Textures/Noise/


Constructive Solid Geometry finally... Realtime implementation using distance fields stored in 3D textures or 'volumes'. Picture speaks a thousand words:


As well as the standard Union, Intersection & Difference operations as pictured above, 16(!) other combination operations ported from the very sexy GLSL raymarch lib: http://mercury.sexy/hg_sdf/

New DX11.TextureFX nodes

  • Noise3D (DX11.TextureFX)

New Compute nodes

  • Noise2D (Value Buffer)
  • Noise3D (Value Buffer)
  • NoiseDerivs2D (Value Buffer)
  • NoiseDerivs3D (Value Buffer)
  • min (Value Buffer)
  • max (Value Buffer)
  • S+H (Vaule, 2D, 3D, 4D versions)
  • SumUp (Vaule Buffer)
  • Vector4DSplit (Vaule Buffer)
  • Normalize (3D Buffer)

New DX11.Geometry nodes

  • Kinect2GS (DX11.Geometry) kinect2 texture maps to mesh, with optional player filtering
  • SplineTrails (DX11.Geometry)
  • SplineBuffered (DX11.Geometry) now has ribbon mode
  • SDFtoMesh (DX11 Geometry) conversion of signed distance fields (as 3D texture) to mesh using marching cubes. This allows constructive solid geometry to be integrated with normal geometry pipeline

New DX11.Volume nodes (mostly for CSG ops)

  • CombineSDF (DX11.Volume)
  • BoxSDF (DX11.Volume)
  • SphereSDF (DX11.Volume)
  • TorusSDF (DX11.Volume)
  • CylinderSDF (DX11.Volume)
  • PrismSDF (DX11.Volume)
  • ExtrudeTextureSDF (DX11.Volume)
  • NoiseSDF (DX11.Volume)
  • Resize (DX11.Volume)

for fast peek at the results:

  • PreviewVolume (DX11.Layer)

Changed /fixed Nodes
DX11.GeomFX modules now have max elements pin. Set to 0 by defualt, which will use the old automatic behavior, or any other positive number for manual setting

+ various small bug fixes that I'm too lazy to type.

Feel free to use in your creative & commercial projects, just please make sure to give credit as per license below.
CCBY 2016 http://everyoneishappy.com


everyoneishappy, Saturday, Jul 23rd 2016 Digg | Tweet | Delicious 11 comments  
mburk 23/07/2016 - 12:45

Wow..incredible stuff. Thanks so much for sharing!

tekcor 23/07/2016 - 15:53

wow big up for the work!!

CSG... how hard was that?

u7angel 23/07/2016 - 20:05

do you have a CSG demo patch ? cheers...

everyoneishappy 24/07/2016 - 03:39

well it's a fairly naive implementation, you may find the resolution to be a limiting factor. But after playing with raymarching it was actually very easy to make.

check help patches for combineSDF or SDFtoMesh. Basically you can keep combining primitives with the combine node in a chain.

sinus 24/07/2016 - 09:43


elektromeier 25/07/2016 - 19:32

hm, for some reasons csgs dont render. neither with previewvolume nor with SDFtoMesh. No red nodes, no error messages...

GPU is GTX 980 Ti

everyoneishappy 26/07/2016 - 00:54

Someone else had that, we worked out that they were not having shader uint types come up as pins in patch. I'm not sure what the fix is for that yet (are you using current DX11?), but as a workaround you can change uint to int. So for example in SphereSDF change

uint tranformCount, radCount, maxCount;


int tranformCount, radCount, maxCount;
elektromeier 26/07/2016 - 12:07

was not using the most recent dx11 pack. installing version 0.6.1-x64 from here directx11-nodes-alpha solved the issue.

thx kyle.

sinus 04/08/2016 - 09:55

thank you for this great update! sdfs! i´ve got problems: surface distortion shader throws error in line 71:...GET seems to be unknown.

downloaded the update twice to make sure: my fxh folder is empty. is this on purpose? shouldn´t the noise.fxh be in there?

allthebest, dd

everyoneishappy 04/08/2016 - 13:41

can change lines 71-73 to:

uv0 = uvMode.Map(p0,0,0)*scale+offset;
    uv1 = uvMode.Map(p1,0,0)*scale+offset;
    uv2 = uvMode.Map(p2,0,0)*scale+offset;

fixed for next release, thanks.

sinus 08/08/2016 - 10:33

thank you! works perfectly.

  • 1

anonymous user login


~18h ago

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~18h ago

karistouf: the reset shortut alt right doenst do it

~18h ago

karistouf: @joreg, i know but i dint see any "revert to normal way " shortcut...

~19h ago

joreg: @karistouf you can find all shortcuts for vvvv beta listed here: https://betadocs.vvvv.org/using-vvvv/the-user-interface/ui-reference.html

~20h ago

karistouf: HAEM.... on beta, how to get ride of of the Always on the top option ?

~12d ago

ravazquez: indeed!

~12d ago

schlonzo: kickass shader @evvvvil