Difference between revisions of "Power Fractal Shader v3 - Tweak Noise Tab"
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* '''Noise Stretch:''' This parameter allows you to stretch the noise in the X, Y and Z dimensions. | * '''Noise Stretch:''' This parameter allows you to stretch the noise in the X, Y and Z dimensions. | ||
− | '''Example Movies''' | + | '''Example Movies'''<br /> |
− | + | Noise Flavour | |
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Perlin billows<br /> | Perlin billows<br /> | ||
− | [[File:]] | + | [[File:PerlinBillows.gif]] |
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Perlin ridges<br /> | Perlin ridges<br /> | ||
− | [[File:]] | + | [[File:PerlinRidges.gif]] |
+ | |- | ||
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Perlin mix1<br /> | Perlin mix1<br /> |
Revision as of 14:45, 17 February 2014
Description:
In this tab, all parameters that affect the "Noise" for the fractal are accessible. In relation to fractals, "Noise" is a pseudo-random, space-filling texture primitive. The actual look of the generated texture changes by choosing a different seed from which the noise functions begins to calculate. Think of "noise" as a way to add pseudo-random variation to a fractal, which by definition is self-similar over all magnitudes. So "noise" combined with the structures pre-defined by a fractal produces a multi-dimensional density function, which TG uses e.g. for procedural terrain generation, clouds, but also mask, displacements, colouring of structures, etc.
Settings:
- Noise Flavour TG currently supports five different flavours of noise functions: Perlin, Perlin Billow, Perlin Ridged, Perlin Mix 1 and 2 (which are a particular combination of the first three). The most fundamental characteristics of the final density function generated by a Power Fractal are determined by the flavour of noise chosen in this tab.
- Noise Variation:
Sets the overall noise variation. At value 0, the noise generated shows an even distribution of small and large texture components. At higher values, the noise varies more unevenly - creating a noise texture with an uneven amount of large and small features. - Variation Method: TBC
- Buoyancy from variation: Adjusts how "quickly" the variation itself changes over the dimensions of the variation.
- Clumping of variation: Adjusts the distribution of variation changes. Higher values result in a "clumping" effect. For example, when the fractal is used for creating a procedural terrain, a high clumping value would account for distinct areas of plains and mountains - especially when combined with a higher than default value for "noise variation".
- Noise Stretch: This parameter allows you to stretch the noise in the X, Y and Z dimensions.
Example Movies
Noise Flavour
Perlin mix1 | ||
Perlin mix2 |
Back to: Power Fractal Shader v3
A parameter is an individual setting in a node parameter view which controls some aspect of the node.