马氏分形纹理着色器节点
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.
输入
输入是动态的,下面的输入端口会在选择的节点属性需要时出现。
- 矢量
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.
- 比例|缩放
Scale of the base noise octave.
- 细节
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.
- 尺寸规格
The difference between the magnitude of each two consecutive octaves. Larger values corresponds to smaller magnitudes for higher octaves.
- 间隙度
The difference between the scale of each two consecutive octaves. Larger values corresponds to larger scale for higher octaves.
- 偏移量
An added offset to each octave, determines the level where the highest octave will appear.
- 增益
An extra multiplier to tune the magnitude of octaves.
属性
- 规格尺寸
用于计算噪波的空间维度。
- 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.
- 类型
Type of the Musgrave texture.
- FBM (Fractal Brownian Motion)
产生不自然的均匀和各向同性的结果。使用相加级联,将数值简单地叠加在一起。
- 多重分形
结果更不均匀(随位置而变化),更类似于真实地形。使用相乘级联。
- 混合式多重分形
创建具有不同粗糙度值的山峰和山谷,就像真正的山脉从平原上升起一样。结合使用相加级联与相乘级联。
- 脊状多重分形
创造尖锐的山峰。计算噪点的绝对值,创建 “峡谷” 效果,然后将表面颠倒翻转。
- 异向地形
类似于 混合式多重分形,可创建异质的地形,但具有河道的相似性。
输出
- 矩形盒高度
Texture value.
示例
马氏分形纹理类型
See also