Quote from: matrix2003 on September 23, 2009, 05:10:55 PM
Well I will be honest: I'm lost! Could you explain just a little on how you would use this Frank. Just a quick primer on how would I use the functions, 3D noise and Trig are all GREEK to me! -Bill .
Ok.
So basically, if you don't work with functions, you can ignore these groups altogether. If you want to try the noises for example anyway, you could just make a surface shader and connect one of the noise outlets to the color function input or the displacement input of the surface shader and see what happens.
Now, if you do develop a function, let's say you want to make cracks, or ploughed field rows, or pretty much anything really, you always have to create a number of function nodes first, before you can really get started on the actual function. All function networks need x, y or z coordinates, and the new default scene gives these to you right away. I figured that you very often also need sine functions along xyz, and these are available now too.
Same with voronoi or perlin noises. These groups just save you a little time and help keep your otherwise potentially cobweb-like functions a little cleaner.
Does that help a bit? Don't hesitate to ask.
Cheers,
Frank