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    <title>topic solidFractal Usage and Settings in Maya Shading, Lighting and Rendering Forum</title>
    <link>https://forums.autodesk.com/t5/maya-shading-lighting-and/solidfractal-usage-and-settings/m-p/8427922#M11844</link>
    <description>&lt;P&gt;&lt;SPAN&gt;Apologies if this ends up double posting. I posted it once and it seemed to disappear so I'm trying again.&lt;/SPAN&gt;&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;&lt;SPAN&gt;I’ve run across several solidFractals in scenes here at work that have what I’d call ‘excessive’ settings. There’s one floating around with a frequency ratio of 20 and a ratio of 18.&lt;/SPAN&gt;&lt;BR /&gt;&lt;BR /&gt;&lt;SPAN&gt;Based on my understanding this means that each successive layer/iteration of noise is 20 times smaller and contributes 18 times more to the final result than the previous layer, making the final layer very small and with a huge impact on the noise values. Mercifully the depth is only set to 3.&lt;/SPAN&gt;&lt;BR /&gt;&lt;BR /&gt;&lt;SPAN&gt;So my initial questions are: do these values seem out of whack? Is there a meaningful difference if we produce a similar result by scaling the placement node to 0.0025 (1/(20x20)) and increase the amplitude to 324 (18x18)? This amplitude value still seems a bit wild to me, so it raises a couple more questions: why do you think someone would use these values? And most importantly, are you using solidFractal or do you have another preferred method of adding high frequency noise in a bump channel?&lt;/SPAN&gt;&lt;BR /&gt;&lt;BR /&gt;&lt;SPAN&gt;We tend to use VRay for most renders but we’re transitioning some work to Redshift and I’m currently testing Arnold. They all render solidFractal a bit differently but I can get them to be visually similar if I divide the scale of the VRay placement node and the VRay solidFractal amplitude by 2.&lt;/SPAN&gt;&lt;BR /&gt;&lt;BR /&gt;&lt;SPAN&gt;Is solidFractal worth it or should we be transitioning to triplanar texturing for our high frequency noise bumps?&lt;/SPAN&gt;&lt;/P&gt;</description>
    <pubDate>Tue, 27 Nov 2018 17:39:50 GMT</pubDate>
    <dc:creator>Anonymous</dc:creator>
    <dc:date>2018-11-27T17:39:50Z</dc:date>
    <item>
      <title>solidFractal Usage and Settings</title>
      <link>https://forums.autodesk.com/t5/maya-shading-lighting-and/solidfractal-usage-and-settings/m-p/8427922#M11844</link>
      <description>&lt;P&gt;&lt;SPAN&gt;Apologies if this ends up double posting. I posted it once and it seemed to disappear so I'm trying again.&lt;/SPAN&gt;&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;&lt;SPAN&gt;I’ve run across several solidFractals in scenes here at work that have what I’d call ‘excessive’ settings. There’s one floating around with a frequency ratio of 20 and a ratio of 18.&lt;/SPAN&gt;&lt;BR /&gt;&lt;BR /&gt;&lt;SPAN&gt;Based on my understanding this means that each successive layer/iteration of noise is 20 times smaller and contributes 18 times more to the final result than the previous layer, making the final layer very small and with a huge impact on the noise values. Mercifully the depth is only set to 3.&lt;/SPAN&gt;&lt;BR /&gt;&lt;BR /&gt;&lt;SPAN&gt;So my initial questions are: do these values seem out of whack? Is there a meaningful difference if we produce a similar result by scaling the placement node to 0.0025 (1/(20x20)) and increase the amplitude to 324 (18x18)? This amplitude value still seems a bit wild to me, so it raises a couple more questions: why do you think someone would use these values? And most importantly, are you using solidFractal or do you have another preferred method of adding high frequency noise in a bump channel?&lt;/SPAN&gt;&lt;BR /&gt;&lt;BR /&gt;&lt;SPAN&gt;We tend to use VRay for most renders but we’re transitioning some work to Redshift and I’m currently testing Arnold. They all render solidFractal a bit differently but I can get them to be visually similar if I divide the scale of the VRay placement node and the VRay solidFractal amplitude by 2.&lt;/SPAN&gt;&lt;BR /&gt;&lt;BR /&gt;&lt;SPAN&gt;Is solidFractal worth it or should we be transitioning to triplanar texturing for our high frequency noise bumps?&lt;/SPAN&gt;&lt;/P&gt;</description>
      <pubDate>Tue, 27 Nov 2018 17:39:50 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/maya-shading-lighting-and/solidfractal-usage-and-settings/m-p/8427922#M11844</guid>
      <dc:creator>Anonymous</dc:creator>
      <dc:date>2018-11-27T17:39:50Z</dc:date>
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