Page Contents

 

Overview


The Noise B texture map can be used to generate a procedural noise texture. It uses an intuitive set of parameters to control the noise appearance. The Size option changes the noise size/frequency and the Levels parameters can easily increase the contrast and sharpness of the effect.

 

 

Parameters


 



Color A – Controls the first of the two colors used by the Noise procedural. When a texture is selected, it overrides the color as long as the texture checkbox is enabled. 

Color B – Controls the second of the two colors used by the Noise procedural. When a texture is selected, it overrides the color as long as the texture checkbox is enabled. 

Type – Specifies the type of noise to be created through the Noise procedural.

Regular
Fractal
Turbulence

Size – Specifies the Noise size. 

Iterations – Specifies how much fractal energy is used for the Fractal and Turbulence noise funcitions. 

Phase – Controls the seed. Change the number to generate a new random pattern. 

Levels



Low – Specifies the low threshold. 

High – Specifies the high threshold. 

 

Color Manipulation


 


 

Invert Texture – Inverts the RGB texture values.

Alptha from Intensity – Uses the texture RGB intensity/luminance as alpha channel.

Color Gain – Corrects the color of the texture by multiplying the the RGB color values specified here with the RGB color values of the texture. When a texture is selected, it overrides the color as long as the texture checkbox is enabled. 

Color Offset – Corrects the color of the texture by adding the RGB color values specified here to the RGB color values of the texture. When a texture is selected, it overrides the color as long as the texture checkbox is enabled. 

Default Color – Specifies a default color for polygons with no valid UVs. In case the map is not tiles, the default color will be used outside the texture borders. When a texture is selected, it overrides the color as long as the texture checkbox is enabled. 

Use 3D Mapping – Enables or disables 3D mapping for the procedural texture. Note that this mode is not supported yet by the Hybrid (CUDA) engine.

 

Multipliers


 


Mode – Specifies the multiplication mode of the colors. 

Multiplier – Multiplies the RGB numbers for each pixel of the top layer with the RGB number of the corresponding pixel from the bottom layer. The result is a darker picture. 
Blend Amount  Takes each pixel from the top layer if present. Otherwise the bottom layer is used.

Color A – Controls the intensity of the first color. When a texture is selected, it overrides the color as long as the texture checkbox is enabled. 

Color B – Controls the intensity of the second color. When a texture is selected, it overrides the color as long as the texture checkbox is enabled. 

 

 

Texture Placement



 

Type – Controls how the texture will be positioned on the geometry. 

2D (UV Channel) – The texture will use the object UV coordinates. 
Environment 
– This mode is applicable if the map is connected to an Environment slot or a Dome light. 

 

2D (UV Channel)


UV Channel/Set – Specifies the index of the mapping channel data to use. A value of -1 will take the first available channel. 

Repeat U/V – Determines how many times the texture will be repeated in the 0 to 1 UV square.

Offset U/V – Controls the texture offset in the U and V direction. 

Rotate – Rotates the texture (in degrees). 

Tile U/V – Tiles the texture in the U and V direction. If the option is disabled, the Default texture color will be used outside the 0 to 1 UV square. 

Mirror U/V  – Mirrors the texture in the U and V direction separately. The option will cut the texture in the half flipping one side vertically or horizontally. This can be used to avoid seams in-between non-tileable repeated textures. 

Double-sided – Enables both sides of the object to be affected by the UVW data. 

 

Environment



Mapping – Specifies the type and shape of the texture. 

Angular
Cubic
Spherical
Mirror Ball
Screen

Rotate H – Specifies the amount to adjust the texture's horizontal rotation. 

Flip H – Flips the environment sphere horizontally.  

Rotate V – Specifies the amount to adjust the texture's horizontal or vertical rotation.  

Flip V – Flips the environment sphere vertically. This option is active only in Spherical Mapping. 

Ground – Enables ground projection of the texture.  

Position X/Y/Z – Offsets the ground projection along the X/Y/Z axis. 

Raduis – Specifies a projection radius. Can be used to control the scale of the projection.  

2d Transformation – see 2D (UV channel) parameters.