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Type This map handles six different noise functions, however two of these are such that you shouldn't use. Perlin Old (same as max standard noise map) and Blender both produce artifacts which are especially visible when used as bump map so instead of these you should use Perlin New which has only very minor artifacts. With Worley noise it is adviced to avoid Fractals since it is fairly heavy function (Worley is the same as max standard cellular map). |
| Perlin Old | Pelin New | Blender |
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| Worley | Simplex | Cell |
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Worley Distance Worley noise generates random points in 3D space and then calculates distances to these points. You can use different methods of calculating this distance to get different patterns. |
| Linear | Square | Manhattan |
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| Minkovsky 0.5 | Minkovsky 4 | Chebychev |
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Worley Points F1 represents the distance to nearest point, F2 to second nearest and so on. Mixing these distances together you get various patterns. The first example with F2-F1 is the same as used in max cellular map with Chips option enabled. |
| F1: -1.0, F2: 1.0, F3: 0.0, F4: 0.0 | F1: -1.0, F2: 1.0, F3: -1.0, F4: 1.0 | F1: -1.0, F2: 1.0, F3: 1.0, F4: -1.0 |
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| F1: 0.0, F2: 0.0, F3: 0.0, F4: 0.4 | F1: 0.0, F2: 1.0, F3: -0.25, F4: -0.25 | F1: -0.102, F2: -0.272, F3: -0.124, F4: -0.563 |
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Fractal The various fractal functions Noise map offers take the noise function, calulates it in various sizes and then mixes these scaled noises together. Levels parameter defines the amount of times noise function is calculated so try to keep it as low as possible. Basicly it adds more details and increases render time. |
| Fractal | Turbulence | fBm (Fractal) |
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| fBm Turbulence | Hetero Terrain | Hybrid Multi Fractal |
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| Ridged Multi Fractal | ||
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