Can be used to create
many different types of effects.
Find this texture in
the
Create bar.
To apply this texture as a texture map, see
Map a 2D or 3D texture.
- Threshold
-
The number added to the whole fractal effect, making
it uniformly brighter. If some parts of the fractal are pushed up
out of range (greater than 1.0), they are clipped to 1.0. If the Volume Noise is
used as a bump map, it appears as plateau regions.
- Amplitude
-
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 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.
- Ratio
-
Controls the fractal noise frequency. Increase this
value to increase the fineness of the fractal detail.
- Frequency Ratio
-
Determines
the relative spacial scale of the noise frequencies. If not a whole
number, the fractal does not repeat at the UV boundaries. For instance,
a cylinder with default placement displays a seam.
- Depth Max
-
Controls how much calculation is done
by the 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.
- Inflection
-
Applies a kink in the noise function. Useful for creating
puffy or bumpy effects.
- Time
-
Used to animate the Noise texture.
You can keyframe the Time attribute to control the rate and amount
of change of the texture.
- Frequency
-
Determines the fundamental frequency for the noise.
As this value increases the noise becomes more detailed. It has
the inverse effect of the scale parameter.
- Implode
-
This warps the noise
function in a concentric fashion about a point defined by the Implode Center.
At a value of zero there is no effect, while at a value of 1.0 it
is a spherical projection of the noise function, creating a starburst
effect. Negative values can be used to skew the noise outward instead
of inward.
- Implode Center
-
This defines the center
UV point about which the implode effect is defined.
Noise Type
Determines which noise to use during
the fractal iteration.
- Perlin Noise
-
The standard 3D noise
used in the solidFractal texture.
- Billow
-
A sum of 3D noise that
has a puffy, cloud like effect.
- Wave
-
A sum of 3D waves in
space.
- Wispy
-
A Perlin noise
that is uses a second noise as a smear map; this makes the noise
stretch out in places, looking wispy. When the time value is animated
the smear texture is moved causing an undulating effect. It creates
an effect similar to thin clouds being blown by wind.
- SpaceTime
-
A 4-dimensional version
of the Perlin noise, where time is
the 4th dimension.
- Density
-
Controls how many cells are imbedded in the medium
used by the Billow noise type.
At 1.0, the medium is
completely packed with cells. Reduce this value to make the cells
sparser. If the texture is used as a bump map, low values for Density results
in smooth looking surfaces with occasional bumps.
- Spottyness
-
Controls the density randomization of individual
cells used by the Billow noise type.
When set close to 0,
all the cells are the same density. As you increase Spottyness,
some cells are randomly denser or thinner than others.
- Size Rand
-
Controls the randomization of the
size of the individual blobs used by the Billow noise
type. When it is close to 0, all the cells are the same size. As
you increase Size Rand, some cells are smaller
than others, in a random fashion.
- Randomness
-
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.
- Linear
-
A uniform falloff from
the center to a value of zero at the edges of the blobs.
- Smooth
-
More natural looking,
using a gaussian falloff.
- FastBubble
-
Fast focuses the intensity
more towards the center of the blobs.
Uses a reverse falloff,
fading to zero at the blob center.
- Num Waves
-
Determines how many waves to generate
for the Wave noise type. The larger
the number, the more random-looking and slower the texture.