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.
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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.
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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.
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Controls the frequency of the fractal noise. The range is 0 (low frequency) to 1 (high frequency). The default is 0.707.
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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.
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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.
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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 texture to create interesting effects.
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.
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Applies a kink in the noise function. This can be useful when creating puffy or bumpy effects. is off by default.
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Turn on to access the and attributes (see next).
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Determines the relative time scale of noise frequencies. If not a whole number, the animation does not repeat when = 1.
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Default is equal to the 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 is 2, set the to 1.4.