Solid Fractal
 
 
 

Represents a 3D random function with a particular frequency distribution (fractal).

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

Tip

Assign this texture to the material’s bump map to achieve a coarser simulated texture.

Threshold

Offset factor applied to all values in the texture. The valid range is 0 to infinity. The slider range is 0 to 1. The default is 0.

Amplitude

Scaling factor applied to all values in the texture. The valid range is 0 to infinity. The slider range is 0 (no noise) to 1 (strong noise). The default is 1.

Ratio

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

Frequency Ratio

Determines the relative spacial scale of noise frequencies. If not a whole number, the fractal does not repeat at the UV boundaries. For instance, a cylinder with default placement would display a seam.

Ripples

Determines the texture’s waviness in the X, Y, and Z directions. The values represent the frequency scale of the fractal used to generate the texture. The range is 0 to infinity. The default is 1.

Depth

The minimum and maximum number of iterations used to calculate the texture pattern. This parameter controls how fine grained the texture is. The range is 0 to 20.

Note

The following attributes let you swirl the noise pattern in a Solid Fractal texture to create interesting effects.

Bias

Attracts the -1 to 1 noise towards either 1 or 0. Values greater than zero result in a more contrasting fractal while values less than zero make it more flat and spiky.

Inflection

Applies a kink in the noise function. This can be useful when creating puffy or bumpy effects. Inflection is off by default.

Animated

Turn on to access the Time and Time Ratio attributes (see next).

Time

Determines the relative time scale of noise frequencies. If not a whole number, the animation does not repeat when Time = 1.

Time Ratio

Default is equal to the Frequency Ratio setting, which means higher frequency noises move faster in direct proportion to the frequency. For example, to create more natural-looking effects, such as water waves, if the Frequency Ratio is 2, set the Time Ratio to 1.4.