Go to:
				Related nodes. Attributes. 
 The Solid Fractal texture represents a three-dimensional random
 function with a particular frequency distribution (a fractal) and can
 be used to create many different types of effects.  In fact, many of
 the other procedural textures are based on fractal mathematics.
 Aside from the attributes listed here, Solid Fractal inherits
 many other attributes from its parent, 
 Texture3d.
 In the table below, important attributes have their names shown
 in bold in the Description column.
| Node name | Parents | Classification | MFn type | Compatible function sets | 
|---|
| solidFractal | texture3d | texture/3d:drawdb/shader/texture/3d/solidFractal | kSolidFractal | kBase kNamedObject
 kDependencyNode
 kTexture3d
 kSolidFractal
 | 
Related nodes
layeredTexture, envCube, envSphere, envSky, envBall, envChrome, bump3d, uvChooser, bump2d, texture2d, ramp, file, cloth, water, stencil, checker, fractal, bulge, grid, mountain, texture3d, projection, cloud, granite, crater, leather, stucco, brownian, marble, wood, rock, snow, defaultTextureList, place2dTexture, place3dTexture
Attributes (25)
amplitude, animated, bias, depth, depthMax, depthMin, frequencyRatio, inflection, ratio, refPointCamera, refPointCameraX, refPointCameraY, refPointCameraZ, refPointObj, refPointObjX, refPointObjY, refPointObjZ, ripples, ripplesX, ripplesY, ripplesZ, threshold, time, timeRatio, xPixelAngle
| Long name (short name) | Type | Default | Flags | 
|---|
|  | 
| amplitude(a) | float | 1.0 |      | 
|
|  | 
| animated(an) | bool | false |      | 
|
|  | 
| bias(bs) | float | 0.0 |      | 
|
|  | 
| depth(d) | float2 | 0.0, 8.0 |     | 
|
|  | 
|  | 
|  | 
| frequencyRatio(fr) | float | 2.0 |      | 
|
|  | 
| inflection(in) | bool | false |      | 
|
|  | 
| ratio(ra) | float | 0.707 |      | 
|
|  | 
| refPointCamera(rpc) | float3 | 0.0, 0.0, 0.0 |     | 
|
| |  |  | refPointCameraX(rcx) | float | 0.0 |     |  |
 | 
| |  |  | refPointCameraY(rcy) | float | 0.0 |     |  |
 | 
| |  |  | refPointCameraZ(rcz) | float | 0.0 |     |  |
 | 
|  | 
| refPointObj(rpo) | float3 | 0.0, 0.0, 0.0 |     | 
|
| |  |  | refPointObjX(rox) | float | 0.0 |     |  |
 | 
| |  |  | refPointObjY(roy) | float | 0.0 |     |  |
 | 
| |  |  | refPointObjZ(roz) | float | 0.0 |     |  |
 | 
|  | 
| ripples(r) | float3 | 1.0, 1.0, 1.0 |     | 
|
|  | 
|  | 
|  | 
|  | 
| threshold(th) | float | 0.0 |      | 
|
|  | 
| time(ti) | float | 0.0 |      | 
|
|  | 
| timeRatio(tr) | float | 2.0 |      | 
|
|  | 
| xPixelAngle(xpa) | float | 0.002053 |     | 
|