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