Intermediate Bryce 5 - Lesson Three, Demystifying the Deep Texture Editor: Appendix 1 - Noise Types
This page deals with the different Types of noise found in both the Noise Editor and the Phase Editor. Noise, of course, is the basis of all the textures in Bryce; so the final appearance of your texture is entirely dependent on the noise you use.
The various kinds behave differently, but there isn't room here to show you each one with all the available octaves and modes, let alone with all the colors.
So the following table simply shows you the most basic rendering of each noise. The colors chosen were black, 50% gray, and white (in that order.) These match the Alpha colors, so you can see the unvarnished noise, without colors confusing the issue. I've rendered them, because they can look different rendered than they do in the Editor. No additional octaves have been used (Octaves:0.) Both directions, XY and YZ, have been set to zero. All of the examples use 3D noise.
The frequency setting is 10 on all three axes for the first image in each group, and 60 for the second. The exception to this is Distance Origin and Distance Squared, which were both rendered at a frequency of 1, since anything higher yielded an all white, or all black, cube.
Naturally, I don't expect you to memorize all of this; but if you print it out, it might give you a handy reference sheet when you are making your own textures. I recommend that you print it reduced. (65% should work well.) I made the images large enough that they should still give you enough detail to see what happens with each texture.
I hope you find it useful.
If you came here in the middle of the lesson, you can return to Page 2 when you are finished.