# trying to use a .glsl procedural noise  but not having much luck

**URL:** <https://forums.chaos.com/t/trying-to-use-a-glsl-procedural-noise-but-not-having-much-luck/102205>\
**Category:** General\
**Created:** [December 15, 2020, 4:21pm UTC](https://forums.chaos.com/t/trying-to-use-a-glsl-procedural-noise-but-not-having-much-luck/102205 "2020-12-15T16:21:42Z")\
**Posts on this page:** 8\
**Page:** 1

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**Author:** ![matthew999](https://avatars.discourse-cdn.com/v4/letter/m/45deac/32.png) [@matthew999](https://forums.chaos.com/u/matthew999)\
**Post date:** [December 15, 2020, 4:21pm UTC](https://forums.chaos.com/t/trying-to-use-a-glsl-procedural-noise-but-not-having-much-luck/102205/1 "2020-12-15T16:21:42Z")

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Hello

im trying to use a .glsl open sorce texture from [GitHub - BrianSharpe/Wombat: An efficient texture-free GLSL procedural noise library · GitHub](https://github.com/BrianSharpe/Wombat)

but i cant for the life of me get it to work. I appreciate that these textures might be too old for vray support or im missing a trick, any advice would be apreciated.

thanks

matt

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**Author:** ![hermit.crab](https://dub1.discourse-cdn.com/chaosprd/user_avatar/forums.chaos.com/hermit.crab/32/46825_2.png) [@hermit.crab](https://forums.chaos.com/u/hermit.crab)\
**Post date:** [December 15, 2020, 4:57pm UTC](https://forums.chaos.com/t/trying-to-use-a-glsl-procedural-noise-but-not-having-much-luck/102205/2 "2020-12-15T16:57:04Z")

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We’ll investigate. Meanwhile, you can check out the VRayBerconNoise texture, which has some of the referred noise profiles.

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**Author:** ![matthew999](https://avatars.discourse-cdn.com/v4/letter/m/45deac/32.png) [@matthew999](https://forums.chaos.com/u/matthew999)\
**Post date:** [December 15, 2020, 5:15pm UTC](https://forums.chaos.com/t/trying-to-use-a-glsl-procedural-noise-but-not-having-much-luck/102205/3 "2020-12-15T17:15:46Z")

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Hi Alexsander,

thanks for your reply

yes i have been playing with the vray bercon noise its almost there but what im looking for is a cellular noise that starts from a hexagonal array rather then a grid. Like the attachment below, taken from this site [https://briansharpe.wordpress.com/20…simplex-noise/](https://briansharpe.wordpress.com/2012/01/13/simplex-noise/)

 ![simplexcellularsample.jpg](https://europe1.discourse-cdn.com/chaosprd/original/3X/5/f/5fe0653978cdde5d4d879daf466aa8457e8f9d68.jpeg)

thanks

matt

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**Author:** ![damaggio](https://dub1.discourse-cdn.com/chaosprd/user_avatar/forums.chaos.com/damaggio/32/9438_2.png) [@damaggio](https://forums.chaos.com/u/damaggio)\
**Post date:** [December 15, 2020, 7:00pm UTC](https://forums.chaos.com/t/trying-to-use-a-glsl-procedural-noise-but-not-having-much-luck/102205/4 "2020-12-15T19:00:39Z")

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Give a shot with the standard Maya cell node, leather node actually

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<div class="post-metadata">

**Author:** ![matthew999](https://avatars.discourse-cdn.com/v4/letter/m/45deac/32.png) [@matthew999](https://forums.chaos.com/u/matthew999)\
**Post date:** [December 15, 2020, 7:05pm UTC](https://forums.chaos.com/t/trying-to-use-a-glsl-procedural-noise-but-not-having-much-luck/102205/5 "2020-12-15T19:05:30Z")

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Hi @damaggio

I must be blind, but where can I find this Maya node.

Thanks  
Matt

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**Author:** ![damaggio](https://dub1.discourse-cdn.com/chaosprd/user_avatar/forums.chaos.com/damaggio/32/9438_2.png) [@damaggio](https://forums.chaos.com/u/damaggio)\
**Post date:** [December 15, 2020, 7:56pm UTC](https://forums.chaos.com/t/trying-to-use-a-glsl-procedural-noise-but-not-having-much-luck/102205/6 "2020-12-15T19:56:35Z")

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Sorry Matthew, I was out on the street when i typed it, its a texture under Maya 3D Texture in the hypershade called Leather, is also decent to fake some foam in the water.

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**Author:** ![ikomitov](https://avatars.discourse-cdn.com/v4/letter/i/df705f/32.png) [@ikomitov](https://forums.chaos.com/u/ikomitov)\
**Post date:** [December 18, 2020, 4:11am UTC](https://forums.chaos.com/t/trying-to-use-a-glsl-procedural-noise-but-not-having-much-luck/102205/7 "2020-12-18T04:11:59Z")

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Hello Matthew,

The Wombat code is fine but it’s just a collection of functions and not full-fledged shaders. In order to see anything, a main function is needed (the entry point of the shader) which is expected to produce output by writing to gl\_FragColor. I’m attaching a couple of very simple shaders, based on Cellular3D and Perlin3D\_Deriv, just to illustrate how these can be turned into real shaders.

Best regards,  
Ivan

 ![Wombat.jpg](https://europe1.discourse-cdn.com/chaosprd/original/3X/b/b/bbfbff8eeb156a18a6e153a3c69471b5c15bd218.jpeg)  
[Wombat.zip](https://forums.chaos.com/uploads/short-url/94sXmcVZTONYE436uKaxyPnuldS.zip) (3.36 KB)

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<div class="post-metadata">

**Author:** ![matthew999](https://avatars.discourse-cdn.com/v4/letter/m/45deac/32.png) [@matthew999](https://forums.chaos.com/u/matthew999)\
**Post date:** [December 18, 2020, 6:49pm UTC](https://forums.chaos.com/t/trying-to-use-a-glsl-procedural-noise-but-not-having-much-luck/102205/8 "2020-12-18T18:49:36Z")

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Hi @ikomitov

Thanks for taking a look much appreciated for your efforts. I’ll have a play Monday.

Merry Christmas

Matt
