Vertical Noise


Vertical Noise Modifier. This modifier is basically a noise modifier but instead of acting on all 3 axis of a mesh it acts in the vertical direction so is useful for doing a terrain where only vertical noise is needed for example. If you don’t want noise on the Y axis you use the Gizmo Rot values to orientate the noise in any axis you want not just the major axis so you have complete control. The fact the noise only happens on a single axis makes it faster than the noise modifier. This noise modifier also has a decay feature to allow you to reduce the effect over distance.

Vertical Noise Param Description

Scale

Sets the size of the noise effect (not strength). Larger values produce smoother noise, lower values more jagged noise.

Freq

Sets the periodicity of the sine wave. Regulates the speed of the noise effect. Higher frequencies make the noise quiver faster. Lower frequencies produce a smoother and more gentle noise.

Phase

Shifts the start and end points of the underlying wave.

Decay

Allows the effect to fall off with distance.

Strength

Set the strength of the noise effect.

Animate

Regulates the combined effect of Noise and Strength parameters. The following parameters adjust the underlying wave.

Fractal

Produces a fractal effect based on current settings. If on extra settings will appear.

Iterations

Controls the number of iterations (or octaves) used by the fractal function. Fewer iterations use less fractal energy and generate a smoother effect. An iteration of 1.0 is the same as turning Fractal off.

Rough

Determines the extent of fractal variation. Lower values are less rough than higher values.

Vertical Noise Class

public class MegaVertNoise : MegaModifier
{
    public int     Seed;
    public float   Scale;
    public bool    Fractal;
    public float   Freq;
    public float   Iterations;
    public bool    Animate;
    public float   Phase;
    public float   Rough;
    public float   Strength;
}

Video Example

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