Turbulence Shader 湍流着色器Basic 基础Shader 着色器

Shader Properties

Color

颜色

The gradient determines the colors of the turbulence.

梯度决定了湍流的颜色。

U Frequency[0..+∞]
V Frequency[0..+∞]

频率[0. . + ∞] v 频率[0. . + ∞]

U Frequency and V Frequency determine the fineness of the structure. U=1 and V=1 create a radial-like pattern, while U=1 and V=0.25 give elongated shapes. The higher these values, the greater the detail (or frequency) in the relevant direction.

U 频率和 v 频率决定了结构的精细度。U = 1和 v = 1形成放射状图案,而 u = 1和 v = 0.25形成细长的图案。这些值越高,相关方向的细节(或频率)越大。

Octaves[0..10]

八度音[0. . 10]

Octaves is the number of iteration steps for generating this fractal turbulence. The more octaves, the more added detail you obtain. With a setting of 1, the Turbulence shader is almost identical to the Noise shader; there is no point in setting this value too high since only a certain amount of detail can be added.

八度是产生这种分形乱流的迭代步数。八度音阶越多,你得到的细节就越多。设置为1,湍流着色器几乎与噪声着色器相同; 没有必要设置这个值太高,因为只有一定数量的细节可以添加。