Represents a random function with a particular frequency distribution (a fractal). You can use the texture as a bump or displacement map to simulate rock or mountains, or as a transparency map to simulate clouds or flames.
The 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.
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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.
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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.
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Controls the frequency of the fractal pattern. The range is 0 (low frequency) to 1 (high frequency). The default value is
0.707.
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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.
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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 and 9 for .
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This applies a kink in the noise function. This is useful for creating puffy or bumpy effects.
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Animate the fractal pattern by setting on and keyframing the value. The texture takes longer to calculate when is on. is off by default.
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Change the value to adjust an animated fractal pattern. If is off, the attribute is unavailable. The range is 0 to 100. The default is 0.
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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.