User Manual

Table Of Contents
Detail
Increase the value of this slider to produce a greater level of detail in the noise result. Larger
values add more layers of increasingly detailed noise without affecting the overall pattern. High
values take longer to render but can produce a more natural result (not all graphics cards
support higher detail levels in hardware).
Brightness
This control adjusts the overall Brightness of the noise map.
Contrast
This control increases or decreases the overall Contrast of the noise map. It can exaggerate the
effect of the noise.
Scale
The scale of the noise map can be adjusted using the Scale slider, changing it from gentle
variations over the entire image to a tighter overall texture effect. This value represents the
scale along the UV axis.
Scale Z
(3D only) The Scale Z value scales the noise texture along the W-axis in texture space.
W represents a direction perpendicular to the UV plane for a 3D texture map.
Seethe
(2D only) The Seethe control smoothly varies the 2D noise pattern.
Seethe Rate
(2D only) As with the Seethe control above, the Seethe Rate also causes the noise map to
evolve and change. The Seethe Rate defines the rate at which the noise changes each frame,
causing an animated drift in the noise automatically, without the need for spline animation.
Discontinuous
Normally, the noise function interpolates between values to create a smooth continuous
gradient of results. You can enable the Discontinuous checkbox to create hard discontinuity
lines along some of the noise contours. The result is a dramatically different effect.
Invert
Enable the Invert checkbox to invert the noise, creating a negative image of the original pattern.
This is most effective when Discontinuous is also enabled.
Material ID
This slider sets the numeric identifier assigned to this material. This value is rendered into the
MatID auxiliary channel if the corresponding option is enabled in the renderer.
Common Controls
Settings Tab
The Settings tab in the Inspector is duplicated in other 3D nodes. These common controls are
described in detail at the end of this chapter in “The Common Controls” section.
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