136 lines
4.1 KiB
ReStructuredText
136 lines
4.1 KiB
ReStructuredText
.. _bpy.types.ShaderNodeTexMusgrave:
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*********************
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Musgrave Texture Node
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*********************
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.. figure:: /images/node-types_ShaderNodeTexMusgrave.webp
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:align: right
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:alt: Musgrave Texture Node.
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The *Musgrave Texture* node evaluates a fractal Perlin noise at the input texture coordinates.
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Unlike the *Noise Texture*, which is also a fractal Perlin noise,
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the *Musgrave Texture* allows greater control over how octaves are combined.
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Inputs
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======
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The inputs are dynamic, they become available if needed depending on the node properties.
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Vector
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Texture coordinate to evaluate the noise at;
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defaults to *Generated* texture coordinates if the socket is left unconnected.
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W
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Texture coordinate to evaluate the noise at.
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Scale
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Scale of the base noise octave.
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Detail
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Number of noise octaves.
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The fractional part of the input is multiplied by the magnitude of the highest octave.
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Higher number of octaves corresponds to a higher render time.
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Dimension
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The difference between the magnitude of each two consecutive octaves.
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Larger values corresponds to smaller magnitudes for higher octaves.
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Lacunarity
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The difference between the scale of each two consecutive octaves.
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Larger values corresponds to larger scale for higher octaves.
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Offset
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An added offset to each octave, determines the level where the highest octave will appear.
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Gain
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An extra multiplier to tune the magnitude of octaves.
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Properties
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==========
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Dimensions
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The dimensions of the space to evaluate the noise in.
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:1D: Evaluate the noise in 1D space at the input *W*.
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:2D: Evaluate the noise in 2D space at the input *Vector*. The Z component is ignored.
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:3D: Evaluate the noise in 3D space at the input *Vector*.
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:4D: Evaluate the noise in 4D space at the input *Vector* and the input *W* as the fourth dimension.
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Higher dimensions corresponds to higher render time, so lower dimensions should be used
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unless higher dimensions are necessary.
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Type
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Type of the Musgrave texture.
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:FBM (Fractal Brownian Motion):
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Produces an unnatural homogeneous and isotropic result.
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Uses an additive cascade, the values are simply added together.
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:Multifractal:
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The result is more uneven (varies with location), more similar to a real terrain.
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Uses a multiplicative cascade.
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:Hybrid Multifractal:
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Creates peaks and valleys with different roughness values, like real mountains rise out of flat plains.
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Combines the additive cascade with a multiplicative cascade.
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:Ridged Multifractal:
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Creates sharp peaks. Calculates the absolute value of the noise,
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creating "canyons", and then flips the surface upside down.
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:Hetero Terrain (Heterogeneous Terrain):
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Similar to *Hybrid Multifractal* creates a heterogeneous terrain, but with the likeness of river channels.
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Outputs
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=======
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Height
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Texture value.
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Examples
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========
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.. list-table:: Remapped Musgrave texture such that most values are visible.
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:widths: 65 35
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* - .. figure:: /images/render_shader-nodes_textures_musgrave_nodes.png
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:width: 460px
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Nodes for the image to the right.
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- .. figure:: /images/render_shader-nodes_textures_musgrave_example.jpg
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:width: 320px
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Musgrave texture.
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Musgrave Types
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--------------
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.. list-table:: Different Musgrave types with the same parameters.
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* - .. figure:: /images/render_shader-nodes_textures_musgrave_example-type-fbm.jpg
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:width: 320px
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fBM (fractal Brownian Motion).
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- .. figure:: /images/render_shader-nodes_textures_musgrave_example-type-multifractal.jpg
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:width: 320px
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Multifractal.
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* - .. figure:: /images/render_shader-nodes_textures_musgrave_example-type-hybrid.jpg
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:width: 320px
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Hybrid Multifractal.
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- .. figure:: /images/render_shader-nodes_textures_musgrave_example-type-terrain.jpg
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:width: 320px
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Heterogeneous Terrain.
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* - .. figure:: /images/render_shader-nodes_textures_musgrave_example-type-ridged.jpg
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:width: 320px
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Ridged Multifractal.
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- ..
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.. seealso::
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:doc:`Displacement </render/materials/components/displacement>`
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