Can be used to create many different types of effects.
Find this texture in the Create bar. To apply this texture as a texture map, see Map a 2D or 3D texture.
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The number added to the whole fractal effect, making it uniformly brighter. If some parts of the fractal are pushed up out
of range (greater than 1.0), they are clipped to 1.0. If the is used as a bump map, it appears as plateau regions.
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Scaling factor applied to all the values in the texture, centered around the texture's average value.
- When you increase , the light areas get lighter and the dark areas get darker.
- If is used as a bump map, increasing results in higher bumps and deeper valleys.
- If set to a value greater than 1.0, the parts of the texture that scale out of range are clipped. On a bump map, they display
as plateau regions.
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Controls the fractal noise frequency. Increase this value to increase the fineness of the fractal detail.
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Determines the relative spacial scale of the noise frequencies. If not a whole number, the fractal does not repeat at the
UV boundaries. For instance, a cylinder with default placement displays a seam.
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Controls how much calculation is done by the texture. Since the texture process produces a more detailed fractal, it takes longer to perform. By default, the texture chooses an appropriate
level for the volume being rendered. Use to control the maximum amount of calculation for the texture.
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Applies a kink in the noise function. Useful for creating puffy or bumpy effects.
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Used to animate the texture. You can keyframe the Time attribute to control the rate and amount of change of the texture.
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Determines the fundamental frequency for the noise. As this value increases the noise becomes more detailed. It has the inverse
effect of the scale parameter.
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This warps the noise function in a concentric fashion about a point defined by the . At a value of zero there is no effect, while at a value of 1.0 it is a spherical projection of the noise function, creating
a starburst effect. Negative values can be used to skew the noise outward instead of inward.
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This defines the center UV point about which the implode effect is defined.
Determines which noise to use during the fractal iteration.
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The standard 3D noise used in the solidFractal texture.
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A sum of 3D noise that has a puffy, cloud like effect.
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A sum of 3D waves in space.
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A noise that is uses a second noise as a smear map; this makes the noise stretch out in places, looking wispy. When the time
value is animated the smear texture is moved causing an undulating effect. It creates an effect similar to thin clouds being
blown by wind.
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A 4-dimensional version of the noise, where time is the 4th dimension.
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Controls how many cells are imbedded in the medium used by the noise type.
At 1.0, the medium is completely packed with cells. Reduce this value to make the cells sparser. If the texture is used as
a bump map, low values for results in smooth looking surfaces with occasional bumps.
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Controls the density randomization of individual cells used by the noise type.
When set close to 0, all the cells are the same density. As you increase , some cells are randomly denser or thinner than others.
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Controls the randomization of the size of the individual blobs used by the noise type. When it is close to 0, all the cells are the same size. As you increase , some cells are smaller than others, in a random fashion.
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Controls how the cells for the noise type are arranged relative to one another. Set to 1.0 for a more natural random distribution of cells.
If set to 0, all the spots are laid out in a regular pattern. This can provide interesting effects when used as a bump map—for
instance, you can make things like insect eyes, or machine-tooled raspy surfaces.
Controls the way intensity falls off for individual blobs for the noise type.
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A uniform falloff from the center to a value of zero at the edges of the blobs.
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More natural looking, using a gaussian falloff.
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Fast focuses the intensity more towards the center of the blobs.
Uses a reverse falloff, fading to zero at the blob center.
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Determines how many waves to generate for the noise type. The larger the number, the more random-looking and slower the texture.