Can be used to create many different types of effects.
You can find this texture in the Create bar. To apply this texture as a texture map, see Map a 2D or 3D texture.
Scaling factor applied to all the values in the texture, centered around the texture's average value.
When you increase Amplitude, the light areas get lighter and the dark areas get darker.
If Volume Noise is used as a bump map, increasing Amplitude results in higher bumps and deeper valleys.
If set to a value greater than 1.0, the parts of the texture that scale out of range are clipped. On a bump map, they display as plateau regions.
Controls how much calculation is done by the Volume Noise texture. Since the Fractal texture process produces a more detailed fractal, it takes longer to perform. By default, the texture chooses an appropriate level for the volume being rendered. Use Depth Max to control the maximum amount of calculation for the texture.
Controls how the cells for the Billow noise type are arranged relative to one another. Set to 1.0 for a more natural random distribution of cells.
If set to 0, all the spots are laid out in a regular pattern. This can provide interesting effects when used as a bump map—for instance, you can make things like insect eyes, or machine-tooled raspy surfaces.
Falloff
Controls the way intensity falls off for individual blobs for the Billow noise type. Select from the following: