![]() We’re going to look more closely at this equation in the next tutorial. It looks really complicated with A LOT of brackets, but it started off as good old Simple Perlin Noise (perlinsc(rx/200,ry/200,7,0.6)*0.7) Why is this important? Take a look at this equation I tweaked from one of Affinity’s default presets: You don’t particularly need to understand the maths or how brackets work in C++ coding (unless your into either), you just need to be aware that using brackets can radically change a texture, helping you find new and interesting textures for your projects – as you’ll see! When Affinity sees stuff inside brackets it goes, “Hey, wait minute, I’ll do the stuff inside the brackets separately, and then I’ll do the other stuff.” This basic principle of putting stuff inside brackets to change the way an equation works is the same with brackets in Procedural Texture equations. What’s inside the brackets? 3+2 which equals 5. Why? Because anything in brackets is treated separately. The answer here is 8 because it is worked out like this:īUT add a pair brackets to the sum and you get a different result: ![]() (or 2*3+2 in Procedural Textures, since they use * for the multiplication sign) Let’s go back to a bit of maths we all learned at school with this sum: We will also see how to add brackets in the middle of equations, which can alter the way the texture appears.Ībove, I said that brackets – () – will improve brightness controls in your Procedural Textures, this is because in the equations, brackets are used to change how Affinity interprets what to do with the equation. Using this technique on the Perlinsc Noise Maker will give you custom grunge texture maker capable of producing textures like these: ![]() ![]() In this lesson we’ll look at how simply adding a pair of brackets will give you better brightness controls of your procedural textures. This gives the ability to slide the brightness from the default maximum level of brightness down to black, but what if we want to go the other way? What if we want to take the default brightness of a texture and go brighter? We saw how the *0.7 at the end of the equation affected the brightness of the texture and substituted the 0.7 with a slider custom input. The example equation we looked at was Affinity’s Simple Perlin Noise preset whose equation looks like this: In the last lesson we looked at how to substitute controls (Custom Inputs) for numerical values in equations, giving you the ability radically change the appearance of textures. ![]()
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