Procedural shader that converts an image into RGB color channels in a pixel pattern
Inputs:
D: evaluate the texture in D dimensions
Type: 1 to 5 to select Musgrave Texture type
Vector: Texture coordinate to evaluate the texture at, this input is necessary
W: Texture coordinate to evaluate the noise at
Scale: Scale of the base noise octave
Detail: Number of noise octaves, the fractional part of the input is multiplies by the magnitude of the biggest octave, higher numbers of octaves corresponds to a higher render time
Dimension: The difference between the magnitude of each two consecutive octaves, larger values corresponds to smaller magnitudes for higher octaves
Lacunarity: The difference between the scale of each two consecutive octaves, larger values corresponds to smaller scales for higher octaves
Offset: An added offset to each octave, determines the level where the highest octave will appear, only works on Ridged Multifractal, Hybrid Multifractal and Hetero Terrain
Gain: An extra multiplier to tune the magnitude of octaves, only works on Hybrid Multifractal and Ridged Multifractal
Normalize: Normalizes the base texture, only works on Multifractal, Ridged Multifractal and fBM
From Min: The lower bound of the range to remap from
From Max: The higher bound of the range to remap from
To Min: The lower bound of the target range
To Max: The higher bound of the target range
Outputs:
Fac: Texture value
Color: Color with different texture value in each component
H: Hue channel of the Vector
S: Saturation channel of the Vector
V: Value channel of the Vector
Features:
All functionalities from the Musgrave Texture are kept, all default values are the same
Negligible performance loss
Normalize in OFF by default (only works for Multifractal, Ridged Multifractal and fBM)
Integrated Map Range
Col, H, S and V outputs derive from combining three different textures together much like the Noise Texture
All descriptions for inputs and outputs are available by hovering on the input/output