Represents
a 3D random function with a particular frequency distribution (fractal).
Find this texture in
the
Create bar.
To apply this texture as a texture map, see
Map a 2D or 3D texture.
TipAssign this texture
to the material’s bump map to achieve a coarser simulated texture.
- Threshold
-
Offset
factor applied to all values in the texture. The valid range is
0 to infinity. The slider range is 0 to 1. The default is 0.
- Amplitude
-
Scaling
factor applied to all values in the texture. The valid range is
0 to infinity. The slider range is 0 (no noise) to 1 (strong noise).
The default is 1.
- Ratio
-
Controls
the frequency of the fractal noise. The range is 0 (low frequency)
to 1 (high frequency). The default is 0.707.
- Frequency Ratio
-
Determines
the relative spacial scale of noise frequencies. If not a whole
number, the fractal does not repeat at the UV boundaries. For instance,
a cylinder with default placement would display a seam.
- Ripples
-
Determines
the texture’s waviness in the X, Y, and Z directions. The values
represent the frequency scale of the fractal used to generate the
texture. The range is 0 to infinity. The default is 1.
- Depth
-
The
minimum and maximum number of iterations used to calculate the texture
pattern. This parameter controls how fine grained the texture is.
The range is 0 to 20.
NoteThe following attributes
let you swirl the noise pattern in a Solid Fractal texture
to create interesting effects.
Bias
Attracts the -1 to 1 noise towards either 1
or 0. Values greater than zero result in a more contrasting fractal
while values less than zero make it more flat and spiky.
- Inflection
-
Applies
a kink in the noise function. This can be useful when creating puffy
or bumpy effects. Inflection is off by default.
- Animated
-
Turn
on to access the Time and Time
Ratio attributes (see next).
- Time
-
Determines
the relative time scale of noise frequencies. If not a whole number,
the animation does not repeat when Time = 1.
- Time Ratio
-
Default
is equal to the Frequency Ratio setting, which
means higher frequency noises move faster in direct proportion to
the frequency. For example, to create more natural-looking effects, such
as water waves, if the Frequency Ratio is
2, set the Time Ratio to 1.4.