Category: mental ray > Texture
Shader Family: Texture
Output: Scalar
This shader creates a turbulent scalar pattern in a unit cube. One, two, or all three texture vector components may be computed
in polar coordinates, causing spherical mapping.
See Texture Shaders for more information.
|
The name of the shader node displayed in the render tree. Enter any name you like, or leave the default.
|
|
The coordinates to texture.
|
|
The density of the noise in the unit cube. If it is 0, a default of 1 is used.
|
|
A weight describing the strength of the distortion. If it is 0, a default of 1 is used.
|
|
The degree of the turbulence. If it is 0, a default of 1 is used.
|
|
Sets the number of composed turbulence passes, each of which contributes a diminishing amount of turbulence as specified by
the parameter. If it is 0, a default of 2 is used. The maximum is 8.
|
|
The number of texture vector components that should be converted to polar coordinates before computing the compound noise
value. A value of 0 creates anisotropic noise, 1 creates lines, and 2 creates cylinders.
|