This shader uses the cellular function to create a bump pattern.
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.
Bump Height This parameter determines the height of the bumps when positive or the depth of the pits when negative.
Bottom Clip This parameter sets the clipping depth of the bumps. That is, the point down the bump slope where it is clipped and flat plateau rendered.
Top Clip This parameter sets the clipping height of the bumps. That is, the point up the bump slope where it is clipped and flat plateau rendered.
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:

Stencil Image The stencil image is an image that can be used to control the bump height. When the stencil image is used the brightness in-conjunction with the Bump Height determine the scaling of the bumps at any point.
Stencil Image The parameter controls the use of the stencil map. When the value is 0.0 the stencil image is not used. When the value is 1.0 the bumps will be scaled such that when the image is brighter the bumps will be higher. Conversely, when this value is -1.0 then image is negated so that the bumps will be highest where the image is darkest.
Noise Type The value of this parameter determines the noise type that is used. The values are as follows:

Type=0 Type=1 Type=2 Type=3 Type=4
Type=5 Type=6 Type=7 Type=8 Type=9
Octaves This parameter controls the number of octaves over which the cellular function is summed. The Cellular 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 cellular 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 cellular function becomes more "crinkled" as the number of octaves is increased.
Lower and Upper Smooth The smooth controls the shape at the lower and upper parts of the texture function. Primarily, these controls allow the texture function to be modified in-order to create unique texture variations. Three different settings for both upper and lower smooths are shown below. However more varied and extreme shapes can be obtained with values outside the -1.0 to 1.0 range.

Gain Click Here for information about the Gain control.
Bias Click Here for information about the Bias control.

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