Difference between revisions of "Power Fractal Shader v3 - Tweak Noise Tab"

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[[Category:IMPORT]]
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[[Image:drex_module_157_3_image_0.png|center|Power Fractal Shader v3 - Tweak Noise Tab]]
='''Power Fractal Shader v3 - Tweak Noise Tab'''=
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'''Description: '''<br />
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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.
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'''Settings:'''<br />
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* '''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.
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* '''Noise Variation:'''<br /> 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.
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* '''Variation Method:''' TBC
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* '''Buoyancy from variation:''' Adjusts how "quickly" the variation itself changes over the dimensions of the variation.
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* '''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".
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* '''Noise Stretch:''' This parameter allows you to stretch the noise in the X, Y and Z dimensions.
  
[[Image:drex_module_157_3_image_0.png|465pxpx|Power Fractal Shader v3 - Tweak Noise Tab]]
 
  
 
Back to: [[Power Fractal Shader v3]]
 
Back to: [[Power Fractal Shader v3]]
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Revision as of 11:05, 24 May 2013

Power Fractal Shader v3 - Tweak Noise Tab

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.


Back to: Power Fractal Shader v3

A parameter is an individual setting in a node parameter view which controls some aspect of the node.