gainTone

Contrast as a multiplier and balance as a shift over a 0–1 field, not flipped.

gainTone(field: Field, slots: {contrast: PropRef; balance: PropRef}): Field

Import noise from shaders/std and use noise.gainTone.

contrast 1 leaves the field alone (a slider from 0.25 to 4 works well) and balance shifts it. Low field values read the first color. The tone inside worleyNoise. Reach for it when a "1 = normal" contrast slider fits better than noiseTone's "0 = normal".

Parameters

NameTypeNotes
fieldField
slots{contrast: PropRef; balance: PropRef}

Example

paint: rampOver(gainTone(cellFill(cellDistances({scale: p('scale'), seed: p('seed')}), {edgeIntensity: p('edgeIntensity')}), {contrast: p('contrast'), balance: p('balance')}), stops(p('colorSpace')))

See also

  • noiseTone — The standard contrast and balance controls of a noise texture, turning a 0–1 field into the ramp position.
  • worleyNoise — A complete cellular-noise paint: distances to drifting cell points, read through the color ramp.