Represents a 3D random function with a particular frequency distribution (fractal).
Find this texture in the Create tab. To apply this texture as a texture map, see Map a 2D or 3D texture.
Assign this texture to the material’s bump map to achieve a coarser simulated texture.
- Threshold
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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
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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
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Controls the frequency of the fractal noise. The range is 0 (low frequency) to 1 (high frequency). The default is 0.707.
- Frequency Ratio
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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
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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
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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.
Note:The 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
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Applies a kink in the noise function. This can be useful when creating puffy or bumpy effects. Inflection is off by default.
- Animated
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Turn on to access the Time and Time Ratio attributes (see next).
- Time
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Determines the relative time scale of noise frequencies. If not a whole number, the animation does not repeat when Time = 1.
- Time Ratio
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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.