The texture editor has the usual control button to add, del, move, copy and paste. Then there is a stack with the textures that are multiplied together before they are applied. On the left, there is a preview window, which shows approximately the scale of the noise pattern as it will be in the rendered view. The slider at the bottom allows you to move through the direction perpendicular to the image plane.
Note that the pattern is applied in coordinates of world space. Meaning that it will not grow with an object that grows in time (as animated in the Animation Module). The surface of an expanding nebula will run through this pattern. An expanding pattern requires surface mapping, which is currently not implemented.
At the bottom of the texture editor you can set the scale of the noise pattern, as well as an offset in space. By default the scale in x, y and z directions are set equal. To make elongated filaments disable the Lock button and make the scales different to the required extend.
The Exponent controls the density contrast between the high and low values of the density pattern. For sparse filaments you need values of order 10.
The complexity of the pattern is controlled by the Frequency parameter.
To invert the dark and bright regions change the setting of the Invert button. |