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Noise is a very useful object, which can be used in simulating various 'fractal' phenomena. It has the following controls: |
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Octave ratio field defines the fractal dimension value: total noise = noise(input) + noise(input*dimension)/dimension + …
Base value defines a base for the noise signal.
Amplitude defines how much the noise values range from the base value.
Density: Scales the input parameter. The higher the density, the smaller (=denser) patterns the noise creates.
Smooth option computes smoothly continuous noise. This makes computation slightly slower, but the result is more suitable, for example, for bump mapping.
1D noise computes one dimensional output values. If the output channel is a vector, all sub channels get the same value. 1D noise is faster to compute than 3D noise.
4D Input selects four dimensional input for the noise. When the option is set, the noise object gets a second input channel, whose first sub channel is used for the additional 4th dimension. Typically the 4th dimension is animation time. This is useful for creating animated turbulent fog, fire and other similar phenomena.
Centered If set, Amplitude varies symmetrically around the Base value. If cleared, Amplitude is added to the Base value.