Fluid Procedural Textures
FurryBall enables you to use procedural textures (noises). All texture functions are controlled via fluidShape node. Texture is not precomputed, it is done on the fly on the GPU.

Clouds Created with Perlin noise texture.
- Only implemented noise Function is a Perlin noise. Once you select one of the fluidShape node -> Textures -> Texture Opacity or Texture Color or Texture Incandescence, doesn't matter on what is chosen in Texture Type, Perlin Noise is used.
- Coodinate Method->Grid is supported in FurryBall and works also with Coordinate Speed.
- Tex Gains are supported. They work same as in Maya for values 0-1 and differently for bigger values.
- Treshold, Amplitude, Ratio, Frequency Ratio, Depth Max, Invert texture, Inflection, Texture Time and Frequency are working same as in Maya.
- Texture Scale, Texture Origin, Texture Rotate - not supported
- Implode and Implode Center is supported.
- Rest of options doesn't have effect on the Perlin noise, so it has no effect on the FurryBall too.
- Global noise scale can be also controlled in Fluid settings node with Noise Unit Scale attribute.
Performance Notes:
- Computing noise on the fly on the GPU provides unlimited detail, but also have effect on the performance. Do not use higher Depth Max than needed. Higher Depth Max = more computations
- It doesn't matter if you use one texture function or two or three of them. Once is one texture enabled, performance goes down, another additional enabled texture has only little effect on the performance.

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