Fractal
 
 
 

Represents a random function with a particular frequency distribution (a fractal). You can use the Fractal texture as a bump or displacement map to simulate rock or mountains, or as a transparency map to simulate clouds or flames. The Fractal texture has the same level of detail at any level of magnification (that is, at different distances from the camera).

Find this texture in the Create bar. To apply this texture as a texture map, see Map a 2D or 3D texture.

Amplitude

A scaling factor applied to all values in the texture. The valid range is 0 to infinity. The range is 0 to 1. The default value is 1.

Threshold

An offset factor applied to all values in the texture. The valid range is 0 to infinity. The range is 0 to 1. The default value is 0.

Ratio

Controls the frequency of the fractal pattern. The range is 0 (low frequency) to 1 (high frequency). The default value is 0.707.

Frequency Ratio

Determines the relative spacial scale of the noise frequencies. If this ratio is not a whole integer then the fractal does not repeat at the integer uv boundaries. A cylinder with default placement would then display a seam.

Level Min, Level Max

The minimum and maximum number of iterations used to calculate the fractal pattern. These values control the granularity of the fractal pattern. The valid range is 0 to 100. The range is 0 to 25. The default value is 0 for Level Min and 9 for Level Max.

Inflection

This applies a kink in the noise function. This is useful for creating puffy or bumpy effects.

Animated

Animate the fractal pattern by setting Animated on and keyframing the Time value. The Fractal texture takes longer to calculate when Animated is on. Animated is off by default.

Time

Change the Time value to adjust an animated fractal pattern. If Animated is off, the Time attribute is unavailable. The range is 0 to 100. The default is 0.

Time Ratio

Determines the relative time scale of the noise frequencies. If this ratio is not a whole integer then the animation does not repeat when time = 1. The default is equal to the frequency ratio, which means that higher frequency noises move faster in direct proportion to the frequency. Many natural effects, such as water waves, move instead relative to the square root of the frequency, therefore it may create better motion to make the timeRatio = sqrt(frequencyRatio). For example, if the frequencyRatio is 2, make the timeRatio = 1.4.