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Noise Profiles

CameraNoiseProfile (.camnoiseprofile) — reusable Perlin-noise shape asset for camera shake, handheld feel, and event-triggered impulses.

A Camera Noise Profile is a .camnoiseprofile data asset that defines a layered Perlin-noise shape. It is consumed by the PerlinNoise (continuous) and ImpulseNoise (event-triggered) additive stages. Profiles are reusable — one “Handheld_subtle” profile can drive both a baseline sway and a triggered impact burst at different intensities by adjusting per-stage gains.

Profiles are registered through PhantomCamDataAssetsSystemComponent alongside .camblendprofile and .camorbit. The asset reflects with EnableForAssetEditor so the Asset Editor opens it directly.

Camera Noise Profile asset in the O3DE Asset Editor

 

Contents


Authoring Model — Six Per-Axis Layer Stacks

Six independent layer lists, one per axis:

using LayerList = AZStd::vector<GS_Core::Noise::NoiseLayer>;

LayerList m_posX, m_posY, m_posZ;   // position (world-space meters)
LayerList m_rotX, m_rotY, m_rotZ;   // rotation (Euler degrees, applied as multiplicative deltas)

Each layer is a GS_Core::Noise::NoiseLayer carrying amplitude, frequency, and phase. At evaluate time, the noise stage sums every layer’s Perlin1D contribution per axis, scaled by amplitude.

Layered noise is the common authoring rhythm — three layers per axis: one slow / low-frequency layer for sway, one mid layer for flutter, one fast / low-amplitude layer for micro-jitter. Each layer composes additively at evaluate time.


NoiseLayer

The primitive lives in GS_Core:

namespace GS_Core::Noise {
    struct NoiseLayer {
        float m_amplitude = 0.0f;
        float m_frequency = 1.0f;
        float m_phase     = 0.0f;
    };

    // Sums layers via GS_Core::Noise::LayeredPerlin1D.
    // Each layer samples Perlin1D(time * freq + phase) * amp.
}

The same NoiseLayer primitive is used elsewhere in the engine — UI wobble, unit idle jitter, etc. — so multiple subsystems share the underlying Noise utility. The full per-axis evaluation goes through GS_Core::Noise::LayeredPerlin1D documented there.


Unit Conventions

Axis groupUnitsTypical amplitude
Position layersmeters0.01 – 0.2
Rotation layersdegrees0.1 – 8
Frequency (any axis)HzHandheld profiles 0.1 – 2 Hz; shake / impact 3 – 60 Hz

Authored Fields

FieldDefaultPurpose
m_posX / m_posY / m_posZ{}Layer stacks for translation noise (meters).
m_rotX / m_rotY / m_rotZ{}Layer stacks for rotation noise (degrees).
m_description""Free-form note for preset identity, intent, tweak history.

Consumption Pattern

A profile is shared across multiple cams / stages. Per-cam intensity dialing happens on the additive stage, not on the profile:

// On a PerlinNoise additive:
m_profile        = (asset slot)            // shared profile reference
m_amplitudeGain  = 1.0                     // per-cam intensity multiplier
m_frequencyGain  = 1.0                     // per-cam speed multiplier

So a single “Handheld_subtle” profile can drive both a subtle baseline sway (m_amplitudeGain = 0.3) and a full-strength impact shake (m_amplitudeGain = 2.0) without re-authoring the profile.

Both consumers honor the same fields:

StageUseTime source
PerlinNoiseContinuous handheld sway, driftm_time += deltaTime, accumulated since activation
ImpulseNoiseEvent-triggered burstm_elapsed += deltaTime since Trigger(strength), gated by ADSR envelope

See Additive Stage Variants for the per-stage kinematic model.


Shipped Presets

The gem ships a starter library of .camnoiseprofile assets in gs_phantomcam/Assets/Noise Profiles/. Drop a preset onto a PerlinNoise or ImpulseNoise stage’s Profile slot for an immediate baseline, then either tune intensity per cam via the stage’s m_amplitudeGain / m_frequencyGain or author project-specific profiles.

Handheld lens family

Three lens characters × two intensities. Rotation-dominant; long-period sway with mid-frequency flutter and a touch of micro-jitter.

AssetUse for
Normal_Mild.camnoiseprofileNormal-lens handheld baseline — balanced position and rotation, moderate frequencies.
Normal_Intense.camnoiseprofileAggressive normal-lens handheld — same shape, larger amplitudes.
Telephoto_Mild.camnoiseprofileTelephoto-lens handheld baseline — tighter angular response, low position amplitude.
Telephoto_Intense.camnoiseprofileAggressive telephoto handheld — same shape, larger amplitudes.
Wide_Mild.camnoiseprofileWide-lens handheld baseline — translation dominates; rotation low.
Wide_Intense.camnoiseprofileAggressive wide-lens handheld — larger translation amplitudes.

All-axes shake family

Position + rotation across all six axes. Use for event-triggered impulses (ImpulseNoise) or aggressive ambient shake.

AssetUse for
6D_Shake.camnoiseprofileEarthquake / impact aftermath — all six axes, high-frequency micro-jitter on top of mid-frequency sway.
6D_Wobble.camnoiseprofileFloaty / dreamlike — all six axes, low-frequency long sway.

Authoring more

The full per-axis layer values are inspectable in the Asset Editor when you open any preset. To author additional characters — fast-handheld for chase sequences, ultra-mild for cutscenes, gunfire impulse profiles — follow the authoring conventions above starting from a copy of the closest shipped preset.


Creating a Noise Profile

  1. Open the Asset Editor in O3DE.
  2. Select New and choose CameraNoiseProfile from the asset type list.
  3. For each axis where you want noise, add layers via the + button. Three layers per axis is the typical authoring rhythm (slow / mid / fast).
  4. For each layer:
    • Set the Amplitude in axis-appropriate units (meters for position, degrees for rotation).
    • Set the Frequency in Hz.
    • Optionally set a Phase offset (decorrelates layers from each other when they share frequency).
  5. Set the Description to record the preset’s intent or tuning history.
  6. Save the asset.
  7. Assign the asset to a PerlinNoise or ImpulseNoise additive stage’s Profile slot.

See Also

Consumers:

Underlying utility:

  • GS_Core Noise — the Perlin primitives, NoiseLayer struct, and LayeredPerlin1D that this asset stores and feeds.

Related assets:

Basics-side authoring guide:


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