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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. 📌 Key Topics Covered: ✅ Understanding Fractional Brownian Motion and its role in procedural textures ✅ Implementing FBM noise in GLSL using multiple octaves ✅ Adjusting gain and lacunarity to shape the final noise pattern ✅ Enhancing FBM with turbulence and ridge functions for added variation ✅ Applying domain manipulation to distort and stylize noise 🎨 Exercises & Challenges: 🛠️ Implement RGB FBM noise for multi-channel textures 🛠️ Create an FBM noise function with customizable octaves, gain, and lacunarity 🛠️ Use texture sampling as an input to influence FBM parameters 🛠️ Replace a TouchDesigner Noise TOP in a project with FBM—see how it changes the output! 🔗 Further Learning: Inigo Quilez - FBM Find me online: 🔹 Project Files & Patreon: / water__shed 🔹 Portfolio: https://www.lakeheckaman.com 🔹 Instagram: / 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