user: Give a detailed overview of Examples: syntax, arguments, return values, common patterns.

assistant: The following table demonstrates different outputs of the node with different parameters. As can be
seen, the noise is visually characterized by interleaved bands that are generally oriented in a
specific direction. But the *Anisotropy* parameter can be decreased below 1 to make the bands more
random in directions. The *Frequency* parameter determines the number of bands perpendicular to the
direction of the noise. However, the *Scale* parameter can also be used to globally increase the
number of bands, so consider increasing the scale first since high frequency noise can suffer from
low contrast and limited interleaving of bands.

Different outputs with different parameters.

|  |  |  |
| --- | --- | --- |
| ../../../_images/render_shader-nodes_textures_gabor_example-value.jpg   Value output. Frequency = 2. Anisotropy = 1. | ../../../_images/render_shader-nodes_textures_gabor_example-phase.jpg   Phase output. Frequency = 2. Anisotropy = 1. | ../../../_images/render_shader-nodes_textures_gabor_example-intensity.jpg   Intensity output. Frequency = 2. Anisotropy = 1. |
| ../../../_images/render_shader-nodes_textures_gabor_example-value-high-frequency.jpg   Value output. Frequency = 3. Anisotropy = 1. | ../../../_images/render_shader-nodes_textures_gabor_example-phase-high-frequency.jpg   Phase output. Frequency = 3. Anisotropy = 1. | ../../../_images/render_shader-nodes_textures_gabor_example-intensity-high-frequency.jpg   Intensity output. Frequency = 3. Anisotropy = 1. |
| ../../../_images/render_shader-nodes_textures_gabor_example-value-isotropic.jpg   Value output. Frequency = 2. Anisotropy = 0.7. | ../../../_images/render_shader-nodes_textures_gabor_example-phase-isotropic.jpg   Phase output. Frequency = 2. Anisotropy = 0.7. | ../../../_images/render_shader-nodes_textures_gabor_example-intensity-isotropic.jpg   Intensity output. Frequency = 2. Anisotropy = 0.7. |

Gabor noise is decomposed into a *Phase* and an *Intensity* components, where the Gabor value is
computed as sine the phase multiplied by the intensity, noting that the phase output is normalized
to the [0, 1] range.

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Compute the value output from the phase and intensity outputs.

The advantage of the *Phase* output is that it has no random intensities and no low contrast areas
as in the value output, so it can be used as a base for textures that are more structured in nature,
like sand dunes.

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Sand dune-like structures creates using the phase output.

The main advantage and use of the *Intensity* output is that it provides information about the
location of *singularities* in the *Phase* output. Singularities are those areas in the phase where
the bands meet, which are shown in red in the following figure. Those areas will be close to zero in
the *Intensity* output. So if those areas are undesirable, they can be hidden by multiplying by a
variant of the *Intensity* output.

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Visualization of the areas where singularities happen.

Inputs can be varies across space to get more interesting patterns.

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Varying the frequency and orientation across space.