mib_texture_turbulence

 
 
 

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.

Name

The name of the shader node displayed in the render tree. Enter any name you like, or leave the default.

coord

The coordinates to texture.

spacing

The density of the noise in the unit cube. If it is 0, a default of 1 is used.

strength

A weight describing the strength of the distortion. If it is 0, a default of 1 is used.

power

The degree of the turbulence. If it is 0, a default of 1 is used.

iteration

Sets the number of composed turbulence passes, each of which contributes a diminishing amount of turbulence as specified by the power parameter. If it is 0, a default of 2 is used. The maximum is 8.

polar_dim

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.

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