# Mapping Textures 3ds max Designing 3D procedural maps

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Mapping Textures 3ds max Designing 3D procedural maps Another way of saying that is it is the number of iterations or repetitions of the fractal algorithm. Higher octaves will give us more iterations. That’ll result in more detail because more patterns are superimposed over one another. If I bring the octaves down, we’ll see fewer patterns. And at the octaves value of one, you see just one noise pattern. Alright, I’ll bring that up to a value of five so we’ll have sufficient detail. Then below that we have lacunarity and that’s a fancy word that means the number of holes or the amount of holes but there’s an easier way to conceptualize that, it’s the amount of chaos. Technically, it’s the frequency ratio of successive octaves. It’s the scale of each iteration relative to the one before it. And a low lacunarity will give us larger, simpler patterns because the octaves are of similar size. If I bring lacunarity down to near one, we get a very simple pattern because we have five octaves that are almost all the same size. If I bring lacunarity up to higher values, then we have higher frequency iterations giving us overall smaller and more complex patterns.

Let’s bring that lacunarity up to a value of five also. Moving on, below that we have gain and that’s the power or intensity ratio of each iteration relative to the one before it. If we turn the gain up, let’s say to a value near one, then we see that the higher or smaller octaves or iterations are more pronounced, relative to the lower larger octaves. And if we bring the gain down, then we’re basically fading out those higher octaves and we see at a value of almost zero, we have almost no higher octaves visible. At gain values greater than one, let’s say a value near two, then we get a very grainy look. The smaller iterations or octaves are dominating the pattern. I’ll bring that gain back down to its default value of 0.5. And then last we have the step function and that is a way of enhancing contrast. If I want to see the full range of brightness values, I can set the low step to a value of zero and the high step to a value of one. And now I’ve got a very different look but it’s one that I’m pretty happy with. We’ve got a kind of abstract concrete pattern on the floor now and that’s the basics of working with procedural 3D textures and in particular, the OLS noise map.p.