Date: Mon, 26 Sep 2022 00:53:33 +0000 (UTC) Message-ID: <304803036.101937.1664153613784@ip-10-0-0-233.us-west-2.compute.internal> Subject: Exported From Confluence MIME-Version: 1.0 Content-Type: multipart/related; boundary="----=_Part_101936_164984434.1664153613780" ------=_Part_101936_164984434.1664153613780 Content-Type: text/html; charset=UTF-8 Content-Transfer-Encoding: quoted-printable Content-Location: file:///C:/exported.html PxrFractal

# PxrFractal Like all texture style nodes, this node takes a manifold that applies ei= ther a 2D placement using UVs or 3D projection to apply a fractal texture. = The default behavior, if no manifold is attached, is to apply over P&n= bsp;in 3D.

### Input Parameters

#### Surface Position

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.

#### Layers   The number of noise layers used. More layers add successively more noise= , creating a more detailed pattern.

#### Frequency  Sets the lowest (starting) frequency of the noise layers.

#### Lacunarity

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.

#### Dimension

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.

#### Erosion

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.

#### Variation

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 appearance= by setting this to different values.

#### Mode

Different ways to modeOp octaves of noise

#### Manifold

The manifold over which to apply the noise. Defaults to P.

#### Color Scale

A multiplier for the color values in a texture can be used to adjust bri= ghtness or manipulate individual color channels

#### Color Offset

Apply an offset to the result, shifting the colors of the result

#### Float Scale

A multiplier for the alpha channel, useful when the alpha is used to dri= ve a parameter

#### Float Offset

An offset for the alpha channel, useful when the alpha is used to drive = a parameter

### Output Parameters<= /h3>

#### resultF

The result of fractal texture as a float.

#### resultRGB

The fractal texture as a color.