Hi folks,

I'm trying to get a better understanding of what is happening mathematically with the power fractal shader, in order to get a bit more control of my surfaces. Can anyone provide any insight into what is happening with a couple of the parameters?

Specifically:

What is the displacement spike limit function? Is this a low-pass filter that operates on the whole heightfield, or perhaps something that decreases the amplitude of each successive frequency of the fractal algorithm?

Also Noise variation? Do either of these relate to the traditional 'H' and 'lacunarity' parameters of fBm and multifractals?

Thanks,

Shane