diff --git a/CHANGELOG.md b/CHANGELOG.md
index 0afd787..3e40291 100644
--- a/CHANGELOG.md
+++ b/CHANGELOG.md
@@ -14,6 +14,56 @@ were optional are now defaults, and blending keeps the base noise's own statisti
so the first step away from strength 0 is only as large as the shader makes it.
### Added
+- **Every archetype the Shader Matrix documents is now a shader type**, eight of
+ them new: `gaussian`, `fractal`, `perlin`, `heterogeneous_fbm`, `interference`,
+ `projection_3d`, `cellular` and `waves`, beside the five that existed. They were
+ marketed as supporter exclusives and never built; the README, the matrix modal and
+ the Ko-fi cups stamped on nine of its thumbnails said otherwise, and that wording is
+ gone. Each type is one module under `shaders/`, registered by import, selectable on
+ every node, and pinned by a golden fixture for an image and a clip.
+
+ What they are, and what the four shared knobs do to each -- the `shader_type`
+ tooltip carries the same, one sentence per type:
+ - `gaussian`: white noise, the same thing the sampler already starts from, so it is
+ the control. Strength moves toward another seed's neighbourhood without adding
+ structure. No pattern knob reaches it; shape masks still apply; with temporal
+ coherence a clip drifts from one white field to a second.
+ - `fractal`: the reference FBM, plain layered simplex. `warp_strength` is the
+ spacing between the layers (a lacunarity dial, 1.5x to 4x), `phase_shift` slides
+ each layer to a different part of the field; neither does anything at octaves 1.
+ - `perlin`: classic gradient noise, smoother and more lattice-like than simplex,
+ zero on every lattice point. `warp_strength` swirls the detail layers while the
+ base layer keeps its shape; `phase_shift` is contrast, as in `domain_warp`.
+ - `heterogeneous_fbm`: an FBM whose persistence varies across the frame, so it has
+ rough patches and smooth ones. `warp_strength` is how different they are (0 is
+ plain FBM), `phase_shift` how much of the frame is rough. Needs octaves above 1.
+ - `interference`: two FBMs cut into cos and sin fringes that cross, banded and
+ moire-like. `warp_strength` is the fringe density, from soft folds to dense
+ moire; `phase_shift` retunes the second field.
+ - `projection_3d`: a plane through a 3D simplex FBM. `phase_shift` is the depth of
+ the slice, so it is the "different facet of the same field" knob literally, and
+ `time` slides the plane, so a clip is coherent by construction. `warp_strength`
+ bends the plane.
+ - `cellular`: Worley cells. `octaves` picks the pattern -- 1 nearest distance, 2
+ second-nearest, 3 edges, 4 product, a fractional value blends two -- and
+ `phase_shift` the cell shape, 0 diamond, 0.5 round, 2 square. `warp_strength`
+ bends the lattice. On a clip the cells live in 3D and time moves through them.
+ - `waves`: `octaves` seeded plane waves summed, straight at `warp_strength` 0 and
+ bent above it; `phase_shift` rearranges the same waves into a different
+ interference pattern; `time` drifts each wave at its own rate.
+
+ All of them fill every latent channel with a field of their own, keep channel 0 the
+ same whether one channel or many were asked for, draw the channel axis in one
+ batched call, and leave the global RNG alone. Like `spectral`, their strengths are
+ **not** calibrated against real prompts the way the first four are.
+
+ Shared underneath: `shaders/fbm.py` (the draw-and-fill skeleton every scalar-field
+ type uses, an FBM over the shared simplex, `simplex_warp`), `lattice_hash` and the
+ four-corner `simplex_3d_full` in `shaders/simplex.py` (the latter moved verbatim
+ from `temporal_coherent`, which now delegates; a new golden fixture pins it across
+ the move), and `BaseNoiseGenerator.palette_channels`, one copy of the colour-scheme
+ mapping `domain_warp` carries for itself.
+
- **`Shader Noise Source`, a node that outputs a `NOISE` object**, so shader noise can
start a run driven by `SamplerCustomAdvanced` -- with the guider, sampler and sigma
schedule chosen separately. It answers a standing request for a custom-sampling
@@ -66,6 +116,13 @@ so the first step away from strength 0 is only as large as the shader makes it.
Its strengths are **not** calibrated against real prompts the way the other four
are. Treat the presets' numbers as not applying to it yet.
+### Removed
+- **The "supporter exclusive" framing of the missing shader types.** Nine Ko-fi
+ badges under the matrix gallery's cards, the "Unlock Exclusive Shader Noise
+ Palettes" card, the Ko-fi cup the thumbnail renderer stamped onto those nine
+ previews (and the SVG it loaded for it), and the README's "additional advanced noise
+ types are available to supporters" sentence. The general support link stays.
+
### Fixed
- **Legacy mode sampled `tensor_field` when asked for `temporal_coherent`.** The
parameter whitelist was a hand-written set that never gained the name, and it
diff --git a/README.md b/README.md
index d1f06ae..e5f61fc 100644
--- a/README.md
+++ b/README.md
@@ -99,7 +99,7 @@ This README provides an overview, but the Shader Matrix is your ultimate guide f
- **🔬 Multi-Stage Shader Application**:
- **Sequential Stages**: Apply shader noise over segments of the diffusion process.
- **Injection Stages**: Apply shader noise at specific, discrete steps.
-- **🎨 Three Shader Noise Archetypes**: `Domain Warp` for flowing distortions, `Tensor Field` for structured directional patterns, and `Curl Noise` for fluid motion. Each is a distinct lens on the latent neighbourhood, and each supports shape masks, colour schemes and transforms.
+- **🎨 Thirteen Shader Noise Types**: the twelve archetypes the Shader Matrix documents -- `domain_warp`, `tensor_field`, `curl_noise`, `spectral`, `gaussian`, `fractal`, `perlin`, `heterogeneous_fbm`, `interference`, `projection_3d`, `cellular` and `waves` -- plus `temporal_coherent`, built for video. Each is a distinct lens on the latent neighbourhood, and each supports shape masks, colour schemes and transforms.
- **🎠Sophisticated Blending & Transformations**:
- **Blend Modes**: Combine shader noise with base noise using modes like Multiply, Add, Overlay, Screen, Soft Light, Hard Light, Difference.
- **Noise Transformations**: Apply mathematical operations (Absolute, Sin, Square Root, etc.) to shader noise before blending.
@@ -230,7 +230,7 @@ Restart ComfyUI after installation. No additional `pip install` steps are requir
- **Stages**: Define `sequential_stages` and `injection_stages`.
- **Global Controls**: Set `shader_strength` (0.0 to disable shaders), `blend_mode`, and `noise_transform`.
- **Per-Stage Controls**: For each stage, configure:
- - `shader_noise_type` (e.g., perlin, cellular)
+ - `shader_type` (e.g., `domain_warp`, `perlin`, `cellular`)
- `noise_scale` (zoom control), `noise_octaves` (detail level), `noise_warp_strength` (non-linear navigation), `noise_phase_shift` (perspective shift)
- `shape_mask_type` and `shape_mask_strength`
- `color_scheme` and `color_intensity`
@@ -318,7 +318,7 @@ The `ShaderNoiseKSampler` offers extensive control. Key parameters are listed be
| **`noise_transform`** | Math operation on shader noise (e.g., `none`, `absolute`, `sin`). | `none` |
| **`use_temporal_coherence`** | For consistent noise in animations or exploration. | `false` |
| **`sampling_mode`** | `standard` samples one schedule split into stage segments, and honours `denoise` and `custom_sigmas`. `legacy` keeps the pre-2.0.0 pipeline and is selected automatically for older workflows, but no longer reproduces every earlier seed exactly (see Known Issues). | `standard` |
-| **`shader_noise_type (per stage)`** | The base pattern (e.g., `domain_warp`, `tensor_field`, `curl_noise`). | `domain_warp` |
+| **`shader_type`** | The base pattern: one of the thirteen types, `domain_warp` by default. The node's tooltip describes each one's character and what its knobs do. | `domain_warp` |
| **`noise_scale (per stage)`** | The "Zoom Control" - determines how "zoomed in" or "zoomed out" you are in latent space. | `1.0` |
| **`noise_octaves (per stage)`** | The "Detail Slider" - controls the level of detail and complexity in your noise pattern. | `1` |
| **`noise_warp_strength (per stage)`** | The "Non-Linear Navigator" - creates non-linear paths through latent space. | `0.5` |
@@ -369,7 +369,7 @@ nothing to paint, and the node then samples those models as a plain KSampler.
The true depth of `ShaderNoiseKSampler` lies in its components. The "Shader Matrix" covers these extensively.
-- **Shader Noise Types**: Start your exploration with three powerful, freely available noise archetypes: `Domain Warp` for intricate, flowing distortions, `Tensor Field` for structured and directional patterns, and `Curl Noise` for smooth, fluid dynamics. Each offers a **unique visual lens** 🔠for navigating latent space. ✨ **Additional advanced noise types** are available to supporters on [Ko-fi](https://ko-fi.com/aemotionstudio).
+- **Shader Noise Types**: Start with `Domain Warp` for intricate, flowing distortions, `Tensor Field` for structured and directional patterns, and `Curl Noise` for smooth, fluid dynamics. Each offers a **unique visual lens** 🔠for navigating latent space. The other ten -- `spectral`, `gaussian`, `fractal`, `perlin`, `heterogeneous_fbm`, `interference`, `projection_3d`, `cellular`, `waves` and `temporal_coherent` -- are all included; the Shader Matrix documents every one of them, and the `shader_type` tooltip says what each knob does to each.
**Domain Warp**
@@ -419,7 +419,6 @@ The journey into guided latent space exploration is just beginning. Here's a gli
| Area | Focus | Technologies Involved (Examples) |
| :---------------------------------------------- | :-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :---------------------------------------- |
| **🌌 Advanced Latent Space Cartography** | Evolve current research into an intuitive "Visual Intent Engine". This system will allow users to express desired visual outcomes semantically (e.g., "enhance fabric texture," "shift lighting ambiance"). The engine will then intelligently translate these intents into optimal shader parameter configurations, fostering a more direct and expressive artistic workflow by deeply mapping the interplay between parameters and visual impact. | Semantic AI, Parameter Response Modeling, Machine Learning |
-| **🎨 Expanded Shader Noise Palettes** | Introduce a richer vocabulary of shader noise types, each with unique navigational properties and aesthetic fingerprints. Explore new dimensions of textural complexity, flow dynamics, and structural organization. | Advanced Noise Algorithms, GLSL concepts |
| **🧠Precision Navigation Tools** | Create more granular and predictable tools for manipulating latent pathways. Research direct correlations between mathematical noise constructs and emergent visual features for greater artistic intent. | Mathematical Modelling, Latent Space Analysis |
| **🔮 Cross-Modal Exploration** | Investigate applying structured noise principles to modalities beyond 2D images, such as 3D and audio, opening new avenues for creative exploration. | Signal Processing, Generative Models for Audio/3D |
diff --git a/shaders/__init__.py b/shaders/__init__.py
index 57c3772..ac7da45 100644
--- a/shaders/__init__.py
+++ b/shaders/__init__.py
@@ -1,11 +1,12 @@
"""
Shader noise generators for ComfyUI-ShaderNoiseKSampler.
-This package provides various noise generation algorithms:
-- domain_warp: Domain warping noise
-- tensor_field: Tensor field noise
-- curl_noise: Curl/fluid noise
-- temporal_coherent: Temporally coherent noise for animations
+One module per shader type, each registered under its name by the
+@shader_generator decorator when the module is imported: domain_warp,
+tensor_field, curl_noise, temporal_coherent, spectral, gaussian, fractal,
+perlin, heterogeneous_fbm, interference, projection_3d, cellular and waves.
+simplex.py holds the hashes and simplex primitives they share, fbm.py the
+draw-and-fill skeleton of the scalar-field types.
"""
from .base import BaseNoiseGenerator
diff --git a/web/images/kofi_symbol.svg b/web/images/kofi_symbol.svg
deleted file mode 100644
index ade749d..0000000
--- a/web/images/kofi_symbol.svg
+++ /dev/null
@@ -1,13 +0,0 @@
-
diff --git a/web/matrix_button.js b/web/matrix_button.js
index dcac347..6a6c020 100644
--- a/web/matrix_button.js
+++ b/web/matrix_button.js
@@ -1335,7 +1335,6 @@ import { app } from "../../../scripts/app.js";
Controls the frequency spectrum directly, allowing precise frequency band manipulation.
-
3D Projection
Projects three-dimensional noise onto a 2D plane, creating depth and volumetric effects.
-
@@ -1398,10 +1389,6 @@ import { app } from "../../../scripts/app.js";
-
-
🌟 Unlock Exclusive Shader Noise Palettes!
-
Become a valued member to access an expanded library of unique shader noise archetypes, advanced shader features, and custom ComfyUI tools. Your support helps fuel further development!
-
@@ -1528,7 +1515,7 @@ import { app } from "../../../scripts/app.js";
result = torch.zeros(batch_size, height, width, 1, device=device)
# Generate cellular pattern based on octaves mode
- pattern_type = int(octaves) % 4 # Use octaves to select pattern type
+ pattern_type = (max(int(octaves), 1) - 1) % 4 # octaves 1 is F1, the node's default
# Calculate F1 and F2 distances (assuming compute_feature_distances exists)
f1, f2 = compute_feature_distances(p * scale, seed)
diff --git a/web/noise_visualizer.js b/web/noise_visualizer.js
index 82fac8d..fb442af 100644
--- a/web/noise_visualizer.js
+++ b/web/noise_visualizer.js
@@ -6,73 +6,7 @@
// ============================
if (!window.NoiseVisualizer) {
const NoiseVisualizer = {
- kofiCupImageBitmap: null,
- kofiImageLoaded: false,
- kofiImageLoadAttempted: false,
- _preloadKofiImage: async function () {
- if (this.kofiImageLoadAttempted)
- return;
- this.kofiImageLoadAttempted = true;
- const absolutePath = '/extensions/comfyui-shadernoiseksampler/images/kofi_symbol.svg';
- // Attempt 1: Direct Image load
- try {
- console.log('Attempting Ko-fi SVG load using new Image() with direct path (Primary Attempt)...');
- const img = new Image();
- await new Promise((resolve, reject) => {
- img.onload = () => {
- this.kofiCupImageBitmap = img;
- this.kofiImageLoaded = true;
- console.log('Ko-fi symbol SVG loaded via Image() successfully (Primary).');
- resolve();
- };
- img.onerror = (e) => {
- console.warn('Primary Ko-fi symbol SVG load via Image() failed. Proceeding to secondary attempt.', e);
- reject(e);
- };
- img.src = absolutePath;
- });
- return;
- }
- catch {
- this.kofiImageLoaded = false;
- this.kofiCupImageBitmap = null;
- }
- // Attempt 2: Fetch -> Blob -> Intermediate Image -> ImageBitmap
- let objectURL = null;
- try {
- console.log('Attempting Ko-fi SVG load via Blob -> Image -> ImageBitmap (Secondary Attempt)...');
- const response = await fetch(absolutePath);
- if (!response.ok) {
- throw new Error(`HTTP error! status: ${response.status} for ${absolutePath}`);
- }
- const svgText = await response.text();
- const blob = new Blob([svgText], { type: 'image/svg+xml' });
- objectURL = URL.createObjectURL(blob);
- const intermediateImg = new Image();
- await new Promise((resolve, reject) => {
- intermediateImg.onload = () => resolve();
- intermediateImg.onerror = () => reject(new Error('Intermediate Image() load failed for SVG blob (Secondary).'));
- intermediateImg.src = objectURL;
- });
- this.kofiCupImageBitmap = await createImageBitmap(intermediateImg);
- this.kofiImageLoaded = true;
- console.log('Ko-fi symbol SVG processed to ImageBitmap successfully (Secondary).');
- }
- catch (error) {
- this.kofiImageLoaded = false;
- this.kofiCupImageBitmap = null;
- console.error('All Ko-fi SVG load attempts failed: ', error, '. Will use fallback drawing.');
- }
- finally {
- if (objectURL) {
- URL.revokeObjectURL(objectURL);
- }
- }
- },
renderAllInModal: async function (modalContentElement) {
- if (!this.kofiImageLoadAttempted) {
- await this._preloadKofiImage();
- }
const noiseCanvases = modalContentElement.querySelectorAll('.noise-canvas');
noiseCanvases.forEach(canvasDiv => {
const canvasId = canvasDiv.id;
@@ -209,50 +143,6 @@ if (!window.NoiseVisualizer) {
ctx.fillRect(0, 0, canvas.width, canvas.height);
return ctx;
},
- _drawKofiIcon: function (ctx) {
- const iconSize = 18;
- const padding = 3;
- const x = ctx.canvas.width - iconSize - padding;
- const y = ctx.canvas.height - iconSize - padding;
- if (this.kofiImageLoaded && this.kofiCupImageBitmap) {
- try {
- ctx.drawImage(this.kofiCupImageBitmap, x, y, iconSize, iconSize);
- }
- catch (e) {
- console.error('Error drawing local Ko-fi SVG ImageBitmap, falling back to manual draw:', e);
- this._drawManualKofiCup(ctx, x, y, iconSize);
- }
- }
- else {
- this._drawManualKofiCup(ctx, x, y, iconSize);
- }
- },
- _drawManualKofiCup: function (ctx, x, y, iconSize) {
- ctx.save();
- ctx.fillStyle = '#FFDD99';
- ctx.strokeStyle = '#D2B48C';
- ctx.lineWidth = 1;
- ctx.beginPath();
- ctx.moveTo(x, y + iconSize * 0.2);
- ctx.lineTo(x, y + iconSize * 0.9);
- ctx.quadraticCurveTo(x + iconSize * 0.5, y + iconSize * 1.1, x + iconSize, y + iconSize * 0.9);
- ctx.lineTo(x + iconSize, y + iconSize * 0.2);
- ctx.quadraticCurveTo(x + iconSize * 0.5, y, x, y + iconSize * 0.2);
- ctx.fill();
- ctx.stroke();
- ctx.beginPath();
- ctx.arc(x + iconSize * 0.9, y + iconSize * 0.5, iconSize * 0.25, -Math.PI / 2, Math.PI / 2);
- ctx.stroke();
- ctx.strokeStyle = '#FFFFFF';
- ctx.lineWidth = 0.5;
- ctx.beginPath();
- ctx.moveTo(x + iconSize * 0.3, y + iconSize * 0.1);
- ctx.quadraticCurveTo(x + iconSize * 0.2, y - iconSize * 0.2, x + iconSize * 0.4, y - iconSize * 0.3);
- ctx.moveTo(x + iconSize * 0.6, y + iconSize * 0.05);
- ctx.quadraticCurveTo(x + iconSize * 0.5, y - iconSize * 0.3, x + iconSize * 0.7, y - iconSize * 0.4);
- ctx.stroke();
- ctx.restore();
- },
renderPlaceholder: function (canvas, noiseName) {
const ctx = this._clearCanvas(canvas, '#2c2c34');
const nameToShow = noiseName.split(' ').map(word => word.charAt(0).toUpperCase() + word.slice(1)).join(' ');
@@ -306,7 +196,6 @@ if (!window.NoiseVisualizer) {
ctx.fillRect(x, y, 4, 4);
}
}
- this._drawKofiIcon(ctx.canvas.getContext('2d'));
},
renderDomainWarp: function (canvas) {
const ctx = this._clearCanvas(canvas);
@@ -353,7 +242,6 @@ if (!window.NoiseVisualizer) {
ctx.fillRect(x, y, 2, 2);
}
}
- this._drawKofiIcon(ctx.canvas.getContext('2d'));
},
renderPerlin: function (canvas) {
const ctx = this._clearCanvas(canvas);
@@ -365,7 +253,6 @@ if (!window.NoiseVisualizer) {
ctx.fillRect(x, y, 3, 3);
}
}
- this._drawKofiIcon(ctx.canvas.getContext('2d'));
},
renderWaves: function (canvas) {
const ctx = this._clearCanvas(canvas);
@@ -381,7 +268,6 @@ if (!window.NoiseVisualizer) {
}
ctx.stroke();
}
- this._drawKofiIcon(ctx.canvas.getContext('2d'));
},
renderGaussian: function (canvas) {
const ctx = this._clearCanvas(canvas);
@@ -392,7 +278,6 @@ if (!window.NoiseVisualizer) {
ctx.fillStyle = `rgba(${intensity * 0.8}, ${intensity * 0.9}, ${intensity}, ${Math.random() * 0.5 + 0.1})`;
ctx.fillRect(x - 1, y - 1, 2, 2);
}
- this._drawKofiIcon(ctx.canvas.getContext('2d'));
},
renderHeterogeneousFBM: function (canvas) {
const ctx = this._clearCanvas(canvas);
@@ -409,7 +294,6 @@ if (!window.NoiseVisualizer) {
}
}
}
- this._drawKofiIcon(ctx.canvas.getContext('2d'));
},
renderInterference: function (canvas) {
const ctx = this._clearCanvas(canvas);
@@ -430,7 +314,6 @@ if (!window.NoiseVisualizer) {
ctx.fillRect(x, y, 3, 3);
}
}
- this._drawKofiIcon(ctx.canvas.getContext('2d'));
},
renderSpectral: function (canvas) {
const ctx = this._clearCanvas(canvas);
@@ -442,7 +325,6 @@ if (!window.NoiseVisualizer) {
ctx.strokeStyle = 'rgba(0,0,0,0.2)';
ctx.strokeRect(0, i, canvas.width, 4);
}
- this._drawKofiIcon(ctx.canvas.getContext('2d'));
},
renderProjection3D: function (canvas) {
const ctx = this._clearCanvas(canvas);
@@ -457,7 +339,6 @@ if (!window.NoiseVisualizer) {
ctx.arc(x, y, size, 0, Math.PI * 2);
ctx.fill();
}
- this._drawKofiIcon(ctx.canvas.getContext('2d'));
},
renderCurlNoise: function (canvas) {
const ctx = this._clearCanvas(canvas);
@@ -937,15 +818,6 @@ if (!window.NoiseVisualizer) {
}
};
window.NoiseVisualizer = NoiseVisualizer;
- // Use local reference for type safety
- if (document.readyState === 'complete' || document.readyState === 'interactive') {
- (async () => { await NoiseVisualizer._preloadKofiImage(); })();
- }
- else {
- document.addEventListener('DOMContentLoaded', async () => {
- await NoiseVisualizer._preloadKofiImage();
- });
- }
}
export {};
//# sourceMappingURL=noise_visualizer.js.map
\ No newline at end of file
diff --git a/web/src/matrix_button.ts b/web/src/matrix_button.ts
index a0e7c8f..bdb7fc9 100644
--- a/web/src/matrix_button.ts
+++ b/web/src/matrix_button.ts
@@ -1406,7 +1406,6 @@ interface ButtonWidget extends IWidget {
Become a valued member to access an expanded library of unique shader noise archetypes, advanced shader features, and custom ComfyUI tools. Your support helps fuel further development!