Creates the appearance of both plateaus and craters by mixing normal disturbance and 3D disturbance, such as color or transparency. The Crater texture provides a three component attribute (Out Color RGB) and a Normal output (Out Normal X, Y, and Z).
Find this texture in the Create tab. To apply this texture as a texture map, see Map a 2D or 3D texture.
Increase this value to add more detail to the default Shaker texture (as though it has been shaken up). If used as a bump map, increase the value to increase the number of craters and valleys.
The three channels through which information such as color values passes. You can also supply information to the channels using a three-channel (RGB) mapping.
Controls the edge softness between the colors in the texture. Increase this value to display the borders between the colors smoother and wider.
Controls the ratio of the three shaken (or disturbed) colors.
Controls the frequency of how many times the texture colors are shaken.
Norm Depth, Norm Melt, Norm Balance, and Norm Frequency only has an effect if the Out Normal attribute is connected to the Normal Camera attribute of a shader.
Controls the depth of the craters when the texture is used as a bump map. Increasing Norm Depth deepens the craters.
Controls the softness of the crater edges when this texture is used as a bump map. Increase Norm Melt to make the edges softer. Animate this texture to make the cratered surface look like it is melting.
Controls the ratio between the low and high normal’s disturbance when this texture is used as a bump map.
Norm Frequency controls the amount of rough detail when this texture is used as a bump map. Increase Norm Frequency to make the texture rougher, with finer detail. Decrease it to make the roughness larger-grained.