More spickles, freckles, spots, well… more noise! Increasing the frequency generally creates a more noisy image. The Frequency adjusts noise frequency per octave. As the amplitude affects the octaves, when the octaves are set to 1 the amplitude won’t affect anything. Increasing the amplitude creates a more crisp image. The Amplitude adjusts how much gain is applied per octave. Cranking up the gain makes the output brighter. The Gain parameter is simply the multiplier for each value. Now it is time to make adjustments to the noise by using Gain, Amplitude, Frequency and Density. We have our octaves stacking noise on top of each other. You can see more detail appearing as you crank up the octaves. The best way to see this is to lower the density parameter to somewhere between 0 and 2 and play with the octave parameter. Remember that we talked about each pixel getting a value? The octave parameter determines how many pixel values are layed on top of each other and how much they affect their neighbours. The easiest way to think of octaves are as layers in Resolume or Photoshop. The Sin modifier applies a sine calculation to all the values resulting in squiggly lines.įor now we skip the channels and gain parameters and go straight to octaves. This lack of negative values creates a much brighter image. Meaning that our -1 to 1 range for the pixels has turned into a 0 to 1 range. If you’ve read our rounding article you know that this will turn every negative value positive. You might spot the absolute modifier here too. The values of the algorithm are modulated by the modifier.Įach value simply gets do-over by this modifier. ![]() Each algorithm has a distinct visual style to it. How the values are distributed depends on the algorithm that you can set in the node panel. ![]() This stuff is often used in video games and movies to generate convincing height maps for mountains.Įach pixel gets assigned a value between -1 and 1. But knowing how it works will help you to work more efficiently and focused.įractal noise generates a noise pattern that can resemble things like clouds, water or a topographic map of a mountain range. But the nice thing is that you can always just mess with the parameter until you get a pretty image. The explanation of this node is going to be rather long and slightly complex. This node is often the starting point for creating randomly evolving effects. Fractal Noise is a customizable way of creating visual noise.
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