# Musgrave Texture Node¶

The *Musgrave Texture* node evaluates a fractal Perlin noise at the input texture coordinates.
Unlike the *Noise Texture*, which is also a fractal Perlin noise,
the *Musgrave Texture* allows greater control over how octaves are combined.

## Inputs¶

The inputs are dynamic, they become available if needed depending on the node properties.

- Vector
Texture coordinate to evaluate the noise at; defaults to

*Generated*texture coordinates if the socket is left unconnected.- W
Texture coordinate to evaluate the noise at.

- Scale
Scale of the base noise octave.

- Detail
Number of noise octaves. The fractional part of the input is multiplied by the magnitude of the highest octave. Higher number of octaves corresponds to a higher render time.

- Dimension
The difference between the magnitude of each two consecutive octaves. Larger values corresponds to smaller magnitudes for higher octaves.

- Lacunarity
The difference between the scale of each two consecutive octaves. Larger values corresponds to larger scale for higher octaves.

- Offset
An added offset to each octave, determines the level where the highest octave will appear.

- Gain
An extra multiplier to tune the magnitude of octaves.

## Properties¶

- Dimensions
The dimensions of the space to evaluate the noise in.

- 1D
Evaluate the noise in 1D space at the input

*W*.- 2D
Evaluate the noise in 2D space at the input

*Vector*. The Z component is ignored.- 3D
Evaluate the noise in 3D space at the input

*Vector*.- 4D
Evaluate the noise in 4D space at the input

*Vector*and the input*W*as the fourth dimension.

Higher dimensions corresponds to higher render time, so lower dimensions should be used unless higher dimensions are necessary.

- Type
Type of the Musgrave texture.

- FBM (Fractal Brownian Motion)
Produces an unnatural homogeneous and isotropic result. Uses an additive cascade, the values are simply added together.

- Multifractal
The result is more uneven (varies with location), more similar to a real terrain. Uses a multiplicative cascade.

- Hybrid Multifractal
Creates peaks and valleys with different roughness values, like real mountains rise out of flat plains. Combines the additive cascade with a multiplicative cascade.

- Ridged Multifractal
Creates sharp peaks. Calculates the absolute value of the noise, creating “canyons”, and then flips the surface upside down.

- Hetero Terrain (Heterogeneous Terrain)
Similar to

*Hybrid Multifractal*creates a heterogeneous terrain, but with the likeness of river channels.

## Outputs¶

- Height
Texture value.