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Materials Plugins
Musgrave

Click here to download
it (for A:M v8.5, Windows).
Copy the trb into your A:M turbulence folder. |
The musgrave Plugin is based on the the A:M native
3D Noise function just like all the A:M native turbulence combiners.
Actually the A:M native combiners Fractal Sum, Perlin, Sine and
fBM are all available inside the Musgrave combiner and several
other classical ones have been added.
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In addition, several parameters are also available to allow you
to finely adjust the appearance of the output produced by the combiner.
Because of the several parameters added, you might call the combiner
"Noise on steroid". And because of that, it is not your
typical precanned plugin already setup to produce a specific type
of pattern. It is rather a versatile and powerful tool that will
satisfy a nerd but will probably annoy a non tecky inclined person.
The parameters are difficult to describe because they are all
interdependent. So instead of trying to describe the parameters
like recipes, I will describe the underlying effect each parameter
have on the output. This should give you a glimpse at how those
type of functions work.
Before describing the effect of each parameters, some fundamentals
of how those Noise functions work might help understand what we
are taking about here. So I invite you to read the 2 pages I have
prepared about noise
functions.
In the example renders I show below, the material scale is set
to 300, the first attribute is white and the second attribute
is black.
Octave
See the Octave, Lacunarity
and Fractal Dimension description page.
In the Musgrave Plugin, you may raise the octave up to 20. But
be warned though that for 256 grayscale (or RGB) displays, the
limit you can visually distinguish is 8 Octaves unless you start
playing with the other properties. More on this later.
Lacunarity
See the Octave, Lacunarity
and Fractal Dimension description page.
Lacunarity controls the scale of each successive fractal overlay.
A Lacunarity of 2 is what the A:M native noise functions use.
Fractal Dimension
See the Octave, Lacunarity
and Fractal Dimension description page.
Fractal Dimension controlls the sharpness of overlay details.
Normally, the deeper we go into the detail overlays, the less
contrast we have in the details. By increasing the fractal dimension,
we increase the relative contrast of each successive overlay.
Type
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Fractal Sum |

Perlin |

Sine |

fBM |
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You will find the regular types like Fractal Sum, Perlin, Sine
and fBM.
In addition to tose types, I have added a few more. 1 variations
of the Perlin, Sine and fBM and 3 other classical ones. A:M Noise
function names where given before the procedural texture field
of research had cristalized a naming convention so they do not
always concur with other names around (see my digression about
Noise function naming).
Note that both Lacunarity and Dimension may be applied to all
the noise functions including the regular ones like Fractal Sum,
Perlin, Sine and fBM and Octave up to 20 too.
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Note that for both fBM and VL fBM, the "Perturb" property
allow you to control the amount of perturbation applied to the Perlin
Noise. |

fBM, Octave = 1
Perturb = 25 |

fBM, Octave = 1
Perturb = 50 |

fBM, Octave = 1
Perturb = 200 |

fBM, Octave = 1
Perturb = 400 |
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A value of 0 means no perturbation and a value of 100 means apply
the same perturbation as for the native A:M fBM. You may perturb
to anything between 0 and 1000. |
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The 3 next Noise types are experiments made by Ken Musgrave.
Hence the name I gave to the plugin. Those experiments where made
in the context of trying to find noise functions that could be
used in cloud and terrain generations.
Hetero Multifractal
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Hetero MultiFractal
Octaves = 3
Offset = 0 |

Hetero MultiFractal
Octaves = 3
Offset = 50 |

Hetero MultiFractal
Octave = 3
Offset = 100 |
Hetero Multifractal, (conventionally called Hetero Terrain) controls
the amount of details added by successive overlays according to
an "Offset" value. The Offset may vary between 0 and 100.
Details are greater away from the Offset and smaller near the Offset.
And the Offset is relative to the noise output function. So given
our setup where the first attribute is white and the second in black,
an Offset of 0 will produce no details in the black areas and more
details in the white areas and Offset value of 50 will produce no
details in the 50% gray areas.
Hybrid MultiFractal
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Hybrid MultiFractal
Octaves = 3
Fractal Dimension = 1 |

Hybrid MultiFractal
Octaves = 3
Fractal Dimension = 2.2 |

Hybrid MultiFractal
Octaves = 3
Fractal Dimension = 4.4 |
Hybrid Multifractal tries to control the amount of details according
to the slope of the underlying overlays. It was conventionally used
to generate terrains with nice smooth valleys and peaked mountains.
At high Fractal Dimension values, it tends to produce embedded plateaus.
Ridged Multifractal
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Ridged MultiFractal
Octaves = 3
Sharpness = 1 |

Ridged MultiFractal
Octaves = 3
Sharpness = 2 |

Ridged MultiFractal
Octaves = 3
Sharpness = 3 |
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Ridged Multifractal is one of the best Fractal Noise to produce
mountains. It introduces sharp peaks and ridges all over the surface
of the texture. The sharpness of the ridges is controlled by the
"Sharpness property. A Sharpness of 2 is the standard value.
A sharpness of 1 produces ridges similar to the "Perlin"
type except that the overlay combining algorithm is different.
Gain
Gain is used to increase the range of values generated by the
function. For instance, take the fBM with Octave=5, Lacunarity=2,
Dimension=1 and Perturb=100. Click on the ">>"
button. The two numbers that are displayed under the button are
the minimum and maximum values generated by the function. It displays
13.3 and 85.3. By the way, the function range which, in fact,
is supposed to be from 0 to 1 is converted to 0 to 100 when displayed
to ease the user interpretation. If you set the Gain to 140, and
click ">>" again, you see that the range is now
-1.4 to 99.4. This covers the whole range much better and we get
white whites and blacker blacks.
Bias
Bias is used to shift the function values in the negatives or
into the positives. For instance, if you enter 1 in the Bias property
and click ">>", you will see that the value range
now goes from 0.0 to 100.8 (assuming you continued from the above
example).
>>
So the >> button displays the range of values actually
produced by the function. Note that you will get better estimates
if the Material preview window is opened when you change the combiner
properties or after you have quick-rendered your object or group.
Otherwise, the samples are taken from the tiny square in the material
tree.
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High and Low cutoff
High and Low cutoff properties are used to select only a portion
of the whole values generated by the function. Lets set a Fractal
Sum with Octave=5 for instance. Now set the high cutoff to 51
and the low cutoff to 49 and render. This way, we selected a small
slice of values going from 49 to 51 to render.
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Cutoff = 0 to 100 |

Cutoff = 49 to 51 |
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You can see that this starts to look like continents. This is
not a coincidence since this is exactly the way Fractal planets
are made.
If you zoom in onto the surface however, you can see that the
continent coast is not that sharp and detailed.
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Octave = 5
Cutoff = 49 to 51 |

Octave = 5
Cutoff = 49.9 to 50.1 |

Octave = 8
Cutoff = 49.9 to 50.1 |

Octave = 8
Cutoff = 49.9 to 50.1
Dimension = 1.5 |
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There are 3 modifications we can make. First reduce the range
of values from 49.9 to 50.1. The edge is much sharper but we are
missing shore details so second modification, increase the number
of Octave to 8 and third modification, increase the Fractal Dimension
to 1.5 and render. Now we've got a nice coast line. You may increase
the amount of water in relation to continent by raising the range
of values (high cutoff and low cutoff) used by the function.
Smooth.
When you want to use a combiner to build a bump material, having
sharp transitions between black and white is not a good idea.
Bumps need smooth transitions. In this case, you will want to
use the Smooth checkbox to smoothen out the transitions.
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© Yves
Poissant, 2002 |