This shader provides noisy patterns. This makes it an ideal for texture like clouds or smoke and fog. The kind of plastic stippled effect can be created using very small bozo bumps. With larger bumps waves or ripples can be generated.
Scale These three controls scale the shader in the X, Y and Z axis. The bigger each of the values the smaller the shader pattern will appear.
Center These three controls position the center of the shader in the X, Y and Z axis. It is possible by moving the shader center over time to create swirling noise animations.
Color 1, 2, 3 These three colors define the three colors of the color map. The color of the current shader hit point is derived using the shader function to do a linear interpolation along the color map.
Blend 1, 2, 3 These three blend points control the points at which one color blends into the next based on the shader function.
Alpha 1, 2, 3 The three alpha define, in conjunction with the blend points and shader function, the alpha map. This can be used to control the other attributes of the object like the transparency, reflectivity, ambience, etc.
Layer-Ambient-Diffuse The three values define the Layering, Ambient and Diffuse of the surface when the shader is being used as a reflectance shader. The Layer controls the opacity of the color, the Ambient controls the ambience or brightness of the object and the Diffuse controls the diffuse of the object. Each control has two states. When the value is negative then the control is applied at that value across the whole object. For example, setting the Ambient control to -1.0 forces the whole object to be bright. When the value is positive the alpha map is used to control the brightness based on the shader function.
Spec-Rough-Reflect The three values work in the same way as the Layer - Ambient - Diffuse controls except that they control the specularity, roughness and reflectivity of the object.
Disturb The shader can be stirred up, or disturbed, using a turbulence function with these three values controlling it. The three values control the Magnitude, Scale and Number Of Octaves respectively. The Magnitude value controls the size of the shader disturbance. For turbulence to be generated this must be greater then zero. The larger this value the more disturbed the shader is. The Scale value controls the frequency of the shader disturbance. The larger this value smaller period of the turbulence and therefore, the finer the shader disturbance. The Number Of Octaves value controls the number of noise summing used in the shader disturbance. The higher this value the more octaves and the finer the detail of the disturbance will be become.
Wave Type This control allows one of six different shader wave types to be used. By passing the shader function through a waveform generator different shader patterns can be created. The wave types are 1 for Saw Tooth, 2 for Sine, 3 for Cosine, 4 for Scallop, 5 for Smooth Step, 6 for Triangle and 7 to Invert. These are shown below:

Color Highlight This value controls the color of the specular highlight. At 0.0 the highlight will be pure white. When the value is negative then the specular highlight tends more and more towards the object color. When the value is positive the alpha map is used to control the coloring of the specular highlight. It is useful to color the specular highlight for emulating surfaces like metal.
Transparency When the shader is being used as a transparency shader this value controls the object's transparency. When the value is negative then the value of transparency with be applies across the whole object. When the value is positive the alpha map is used to control the transparency based on the shader function.
Noise Type The value of this parameter determines the noise type that is used. The values are as follows:
0 = Default 1 = Classic 2 = Perlin 3 = Sparse Conv 4 = Cell
Octaves This parameter controls the number of octaves over which the bozo function is summed. The Bozo function is generated by summing noise with each summed noise being half the magnitude of the previous summed noise. The number of times the noise is summed is determined by octaves. So, at low values the bozo function will be smoother and will increase in detail (due to the fact that the summed noise is getting smaller) as the number of octaves is increased. All this basically means is the bozo function becomes more "crinkled" as the number of octaves is increased.
Gain Click Here for information about the Gain control.
Bias Click Here for information about the Bias control.

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