马氏分形纹理着色器节点

Note

This node is ported from shader nodes. The manual and images are referencing the shader version of the node. This node accepts field inputs and outputs. When not connected the Vector input has an implicit position attribute value.

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

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

重新投影马氏分形纹理,以使参数可见。
../../../_images/render_shader-nodes_textures_musgrave_nodes.png

右侧图像的节点。

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

马氏分形纹理着色器效果。

马氏分形纹理类型

使用相同参数的不同分形类型效果。
../../../_images/render_shader-nodes_textures_musgrave_example-type-fbm.jpg

fBM (分形布朗运动)。

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

多重分形。

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

Hybrid Multifractal.

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

异向地形。

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

脊状多重分形。

See also

置换着色器