Merging the Musgrave Texture and Noise Texture nodes

I meant - ROUGHNESS is the new DIMENSION, so to speak. Actual values are different, but that’s the slider I touch to edit “dimension” in 4.1.

Yes, that’s exactly the case.

Are now all concerns resolved?

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From a high level perspective, I still don’t think this change is a good idea, but in fairness to you, that discussion has already been had and I lost fair and square, so I’ll set that aside. You’ve resolved all my concerns, thanks for listening :slight_smile:

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It’s a bit different, but appears to not be breaking anything. No significant extra UX has been added (different, but not more), which was a big concern.

So… I’m giving this my cautious - yeah, I think my concerns has been addressed. :wink:

I tested newest patch and indeed the difference isn’t bad at all.

Regarding of your comment on gitea:

I think there is a distinction between a node meant for height fields, centered around 0 without bounds. And a node for textures that produces normalized values in the 0…1 range. It might be a minor mathematical difference, but it’s about purpose.

If unnormalized old Noise Texture range is similar to Musgrave the main thing to re-learn would be to untick Normalize if one wants to deal with terrain generation. Do I understand this right?

@Hoshinova I also agree that this merging of both textures brings new functionality. Having color option and distortion in Musgrave is a really nice addition.


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I think the comment was from Brecht not me :slightly_smiling_face: .

Yes. You could also leave it on and rescale manually.

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Hello, @Hoshinova, is this merged, i’m using Blender 4.1 on Steam and Musgrave texture is gone from the shading options.
The merged happend, is there a way to preserve musgrave node?
EVEN with the new features for the Noise, it’s not the same as Musgrave, i could get a painterly texture mixing Voronoi and Musgrave, and it does not work close to what it was with this new node.
This really destroyed my workflow. What is most visible difference is the Distortion that is not even close to what musgrave was.
Please don’t take things that work well and are harmless.
Saddly Europe countries and US tend to only PBR and 3d as 3d. Musgrave texture was the holy grail to get ink splashes.
Is there a way to hack back and turn on? The work flow to turn my paintins into 3d painted meshes was to displace the normals with musgrave.
I never used NOISE in my life, always or Voronoi or Musgrave. Noise is just noise it does not have the biologic curves that musgrave provide.
Again ask in an urgent matter, is it possible to have Musgrave back on?

Here an example, using Eevee legacy.
Example of use of Musgrave.

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This thread has gone through a lot of saying it can’t do what it used to be able to. Are you absolutely CERTAIN? Sometimes just not being used to the new node is the culprit. I had to relearn how to make some of the effects I needed, but I haven’t ran into any walls.

If you can’t replicate something, it’s best to show what you mean in some photos as well.

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@Rafael

Do you mean the Musgrave node in the shader and geo nodes editor or the Musgrave Texture? I didn’t change anything relating to the Musgrave Texture, so it should still be there like it always has been.

As for the shader and geo nodes editors, the new merged Noise Texture already preserves all features of the Musgrave Texture, as they are identical.
If you open your old .blend files from before the merge happened, all Musgrave Textures should have automatically been converted into the new merged Noise Texture should with exactly the same output.
That was one of the promises I made.
Needless to say everything that was previously possible with the Musgrave Texture node should still be possible with the new combined Noise Texture node, including your painterly effect.

If that shouldn’t be the case it would be a bug and I’d appreciate it if you report it either here or ideally open a new bug report on Issues - blender - Blender Projects

I’m afraid I have to break it to you, but the underlying algorithms behind the Musgrave and Noise Textures are the same. That’s one of the reasons they’ve been merged in the first place.

Exactly. And sometimes reading a little bit of the topic/PR description can also help :slightly_smiling_face:

I think it will be helpful if someone provided exact properties we should enter in Noise Texture to get exact texture that Musgrave had on default. So that we know how to go to same starting point as before

I wonder if this (“Allow adding multiple search items per type in add menu”) can be applied to the Noise node too.

After Mix Color (MixRGB) was merged into the one Mix node, this made it can be reachable with “mix color” keyword, and using it initiate the node with Color mode. Making Nosie node searchable with “musgrave” keyword and initiating the node with Musgrave settings may be helpful for existing workflow.

Maybe having a concept of texture setting pre-sets can be more helpful considering new types of textures with many different settings (like this) are in development. But I guess this is another story.

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This.

Several efforts were made to break the new shader, to see if previous looks could not be achieved. It was noted that the pre-final workflow seemed broken (or, undesired), and this was addressed with some reasonable compromise, I think. But the math/input settings for the unified node are discussed above, and should completely work for creating a musgrave noise with identical output.

If there’s a example that shows a fail, please post as a bug report.

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Input wise the only difference between the Musgrave and the new Noise node is that you have a Roughness input instead of the Dimension input and an additional Distortion input.
To get the old Musgrave behavior just leave Distortion at 0.0.
As for the Roughness input the conversion formula is Roughness=Lacunarity^{-Dimension}.

That would just be redundant because the “Musgrave settings” would be identical to the Noise Texture settings.

I want to stress again that apart from changing the Dimension input to the Roughness input both nodes are the same, so having both of them would just be duplicate functionality, because the Roughness input is superior in almost every aspect.

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Hello, @Hoshinova is just that you don’t use the same way. i mean the Texture Musgrave in the Shading Editor.
As i prove in the picture above Musgrave Texture produces a different set of curves than the Noise, Voronoi, Stucci, Musgrave, Noise all in higher frequencies seems to be alike, but… they are super different in lower frequencies.
I can’t achieve the same crisp, juicy, nice lines, adobe illustrator ish lines with this new noise, it just not the same.
As i said i have a workflow, and withou musgrave it breakes apart. Im making anime and animegame and all my research went to distort pbr, normals, metal, whatever and achieve the look. Just last week i did these.
NOW THAT EEVEE HAVE DISPLACEMENT YOU TAKE OUT THE HEIGHT MAP, you know. As i prove above is not the same, just repeat. Just lost 10 hours of work the weekend because of this.
Gotta have a way of Musgrave back, even if is addon. This is just… as i said, this is just too much arbitrary as there enormous workflows as i use that make use of musgrave per curves it produces, when used to distort.
As just Eevee have displacement cant just get rid of the height map that is used to drive normals and what else could be plugged in. I pretty sure no one here uses like these, but liveing and learning what poor, Brics people do, hehe.
So pretty please, there gotta be a way, and a way to get Stucci, marble and other textures from the Texture properties and make avaiable at in the texture shading. That would be in fact a truly update to the shading tab.
The new noise is good but as i said, it just not justify deleting 20kb of information, just for that. The only thing im using Blender and gets deleted, it took me two days, one session of psychoanalysis to calm myself down and type this. I got even angrier just to make the comparison. hehe. Help a brazillian fella make his job, one anime rpg about Brazillian Cerrado.
Here my stuff, blender procedural, my workflow in no classical approach to 3d, thats why i came out of nowhere here, at 23h30 here in Brazil i opened Blender to make a quick shader with Musgrave and Voronoi, i read everything here with horror in my eyes. xD
Anyway, if needed i can record, make more stuff to prove my case and the IMPORTANCE of not deleting something as 20 years old without further and a looooong period of advertising, it was GOD, as im catholic, that made me find these here, hehe. So thats my case.
I was going to work today as sunday and i work for myself… trying to talk with one dev of Blender for artists if he can guide me to put it back.
I know i read as super rude, but you have to realize how this fluffed my everything, just one small thing like musgrave texture. You neve know what is truly important until is gone. xD

Just days ago made this, theres Musgrave texture, and i cant even open now… the colors and displacement are Voronoi and musgrave blended.

@Rafael The (improved) noise node can produce exactly the same output as the Musgrave node used to, making Musgrave redundant. You just have to know which values to use for the Noise node to get the Musgrave result. Mathematically they are the same.

I think there is some work being done on the documentation side to explain how to do this. In the mean time you could create a Musgrave texture the way you like it in blender 4.0.1, and then open the file with 4.1 and blender will add the needed math nodes to convert the Musgrave inputs to Noise inputs to give you the exact same result. This way you can get a feel for how to set up the Noise node to generate Musgrave.

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I made your shader setup in 3.6 then saved it and loaded it in 4.1. I see no difference.
Same