Auragen docs
Auragen docs

Getting Started

OverviewInterfaceNode GraphParameters and Controls

Operators

Generators
NoiseratorPerlin NoiseSimplex NoiseFBMRidge NoiseBillow NoiseMod NoiseBox NoiseSparse ConvolutionVoronoiWorley Noise3D VoronoiCausticsPlasmaCurl NoiseTopographicReaction Diffusion
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GeneratorsNoise

Sparse Convolution

Noise built from scattered impulses convolved with a smooth kernel, so no grid structure shows through at low frequency.

The Sparse Convolution node generates noise from random impulses spread through each cell and blurred by a round kernel, rather than from an interpolated lattice. The result has no visible grid at any scale.

Sparse Convolution default output

  • One texture output; a Displace input and a Composite Input
  • Two controls of its own, Impulses and Kernel Radius, plus the shared transform, shaping, and speed blocks
  • Found in the node graph under Generators; the search presets Stipple, Drift Field, and Swell place it pre-set
Example patch — drag onto the app to load

The image on the right is the example patch itself. Drag and drop it onto the app, or load it with File → Load, to open the full graph. It uses the Stipple settings, one impulse per cell at a tight radius, through a Gradient Colorizer.

Inputs and outputs

Sparse Convolution node

PortTypePurpose
DisplaceTextureDomain warp: the red and green channels push the sample coordinates by Displace Amount.
Composite InputTextureComposited under the output with Composite Mode and Composite Mix, which appear once the port is wired.
OutputTextureThe grayscale field, 0–1.

Parameters

Sparse Convolution parameters

Opacity, Blend Mode, Alpha, Invert Alpha, Threshold Min / Threshold Max, Threshold To Alpha are the standard generator header; see Perlin Noise.

Structure

  • Impulses (1–8, default 3) — impulses per cell. One leaves each kernel visible as a separate dot; eight averages into smooth undulation. Cost grows with this number, because every sample gathers a 3×3 block of cells.
  • Kernel Radius (0.05–1, default 0.7) — the reach of each impulse, in cells. Small values give isolated spots; 1 is the largest the gather can resolve.

Transform and value

  • Seed, Scale (default 1), Scale X / Scale Y (default 5), Offset X / Offset Y, Rotation — the shared transform block.
  • Exponent (0.1–8, default 1), Amplitude (0–2, default 1), Offset (0–1, default 0.5) — value shaping. Exponent above 1 pulls the field toward mid grey, below 1 pushes it to the extremes; Amplitude scales the swing and Offset sets the grey it swings around.
  • Displace Amount (0–4, default 1) — strength of the Displace input. Does nothing while that port is empty.
  • Speed (0–5, default 1) — evolution rate; 0 freezes the pattern.

Every slider has a per-parameter animation bar. See Parameters and Controls.

Examples

Stipple — Impulses 1, Kernel Radius 0.35, Scale X / Y 8. Separate soft dots.

Drift Field — Impulses 3, Kernel Radius 0.7, Scale X / Y 5. A continuous field with no lattice.

Swell — Impulses 8, Kernel Radius 1, Scale X / Y 3. Broad smooth undulation.

Troubleshooting

The frame rate dropped — each impulse costs nine cell lookups per pixel. Lower Impulses or reduce the render resolution.

Everything is mid grey — with many impulses the sum averages out. Lower Impulses, or raise Amplitude and use Exponent below 1.

Related

Perlin Noise

Lattice gradient noise, for comparison.

Worley

Cellular noise from scattered points.

Box Noise

Value noise with a box reconstruction filter — every cell keeps one flat value and every edge stays hard.

Voronoi

Cellular noise generator that divides space into organic regions with configurable distance metric, edge detection, and border width.

On this page

Inputs and outputsParametersStructureTransform and valueExamplesTroubleshootingRelated