Node Musgrave Texture

../../../_images/render_shader-nodes_textures_musgrave_node.png

Node Musgrave Texture.

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.

Entrées

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.

Propriétés

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)

Produit un résultat non naturel homogène et isotrope. Utilise une cascade additive, les valeurs sont simplement ajoutées ensemble.

Multifractal

Le résultat est plus irrégulier (varie avec la position), plus similaire à un terrain réel. Urilise une cascade multiplicative.

Hybrid Multifractal

Crée des pics et des vallées avec différentes valeurs de roughness, comme des montagnes réelles s’élevant de plaines planes. Combine la cascade additive à une cascade multiplicative.

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.

Sorties

Factor

Texture value.

Exemples

Remapped Musgrave texture such that most values are visible.
../../../_images/render_shader-nodes_textures_musgrave_nodes.png

Nodes pour l’image de droite.

../../../_images/render_shader-nodes_textures_musgrave_example.jpg

Musgrave texture.

Musgrave Types

Different Musgrave types with the same parameters.
../../../_images/render_shader-nodes_textures_musgrave_example-type-fbm.jpg

fBM (fractal Brownian Motion).

../../../_images/render_shader-nodes_textures_musgrave_example-type-multifractal.jpg

Multifractal.

../../../_images/render_shader-nodes_textures_musgrave_example-type-hybrid.jpg

Hybrid Multifractal.

../../../_images/render_shader-nodes_textures_musgrave_example-type-terrain.jpg

Heterogeneous Terrain.

../../../_images/render_shader-nodes_textures_musgrave_example-type-ridged.jpg

Ridged Multifractal.

Voir aussi

Displacement