The Noise modifier modulates the position of an object’s vertices along any combination of three axes. This modifier simulates random variations in an object’s shape. Using a fractal setting, you can achieve random, rippling patterns, like a flag in the wind. The results of the Noise modifier are most noticeable on objects that have greater numbers of faces. There is another noise modifier included in MegaFiers which allows you to apply noise to a single axis.
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.
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.
Strength
Set the strength of the noise effect along each of three axes. Enter a value for at least one of these axes to produce a noise effect.
Animate
Regulates the combined effect of Noise and Strength parameters. The following parameters adjust the underlying wave.
Noise Class
{
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 Vector3 Strength;
}
Noise Tutorial
You must be logged in to post a comment.