Mastering GLSL in TouchDesigner, Lesson 8: FBM Noise

In this lesson of Mastering GLSL in TouchDesigner, we explore Fractional Brownian Motion (FBM) Noise, a powerful technique for layering multiple noise functions to create complex, organic textures. You’ll learn how FBM accumulates scaled noise octaves to introduce self-similarity and fractal patterns, and how to implement it efficiently in GLSL using for loops, gain, and lacunarity.

๐Ÿ“Œ Key Topics Covered:
โœ… Understanding Fractional Brownian Motion and its role in procedural textures
โœ… Implementing FBM noise in GLSL using multiple octaves
โœ… Adjusting gain and lacunarity to shape the final noise pattern
โœ… Enhancing FBM with turbulence and ridge functions for added variation
โœ… Applying domain manipulation to distort and stylize noise

๐ŸŽจ Exercises & Challenges:
๐Ÿ› ๏ธ Implement RGB FBM noise for multi-channel textures
๐Ÿ› ๏ธ Create an FBM noise function with customizable octaves, gain, and lacunarity
๐Ÿ› ๏ธ Use texture sampling as an input to influence FBM parameters
๐Ÿ› ๏ธ Replace a TouchDesigner Noise TOP in a project with FBMโ€”see how it changes the output!

๐Ÿ”— Further Learning: Inigo Quilez – FBM

Find me online:
๐Ÿ”น Project Files & Patreon: https://www.patreon.com/water__shed
๐Ÿ”น Portfolio: https://www.lakeheckaman.com
๐Ÿ”น Instagram: https://instagram.com/lake_heckaman

00:00 – Intro – FBM Noise Shaders in TouchDesigner
03:11 – What is Fractional Brownian Motion?
09:53 – Building intution about FBM noise concepts
12:50 – Inspiration! Other artworks using FBM noise
15:39 – Writing a FBM noise shader from scratch
19:21 – FBM parameter setup
25:24 – Ridge noise function
28:05 – Turbulence shader function
29:05 – Refactoring FBM noise to function
31:42 – Exercises

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