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Like all texture style nodes, this node takes a manifold that ap= plies either a 2D placement using UVs or 3D projection to apply a fractal t= exture. The default behavior if no manifold is attached is to apply over&nb= sp;P in 3D.
The noise can be computed based on the Current Position or the Undisplaced Position (the posi= tion of the surface prior to displacement).
If you want your displacement and shading patterns to match, use the&nbs= p;Undisplaced Position.
The number of noise layers used. More layers add successively more noise= , creating a more detailed pattern.
Sets the lowest (starting) frequency of the noise layers.
The scale used to determine the frequency of each successive layer of no= ise. Smaller numbers will cause the layers to be more closely spaced in fre= quency. Larger values will space them further apart.
The frequency exponent. This value is used to scale the magnitude of eac= h successive layer of noise using the formula1/f^(3-2*Dimension); where&nbs= p;f is the frequency of the noise being used for a given layer. It's c= alled dimension since this value relates to the fractal dimension= . Bigger values are rougher, smaller values are smoother.
The frequency exponent range. Negative values will smooth out the low va= lued areas, and positive values will smooth the high valued ones. The frequ= ency exponent specified by the dimension is itself offset as a fu= nction of the noise magnitude. This value adjusts that offset. This determi= nes the so-called crossover scale of the fractal. 0 gives a uniform appeara= nce.
This value controls which particular variation of the appearance you get= - without altering the qualities of the appearance determined by the other= controls. So, for example, you can use this to animate the appearance by c= onnecting this to Time, or create several unique instances of the appearanc= e by setting this to different values.
The manifold over which to apply the noise. Defaults to P.
A multiplier for the color values in a texture, can be used to adjust br= ightness or manipulate individual color channels
Apply an offset to the result, shifting the colors of the result
A multiplier for the alpha channel, useful when the alpha is used to dri= ve a parameter
An offset for the alpha channel, useful when the alpha is used to drive = a parameter
The result of fractal texture as a float.
The fractal texture as a color.