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Fractal Noise effect
The
Fractal Noise effect uses Perlin noise to create grayscale noise
that you can use for organic-looking backgrounds, displacement maps,
and textures, or to simulate things like clouds, fire, lava, steam,
flowing water, or vapor.
This effect works with 8-bpc, 16-bpc, and 32-bpc color.
The
Evolution controls create subtle changes in the shape of the fractal
noise. Animating these controls results in smooth changes of the
noise over time, creating results that resemble, for example, passing
clouds or flowing water.
Chris Zwar provides an article on the Creative COW website that explains
how the Fractal Noise effect works, including many details and images
regarding the inner workings of the effect.
Stu Maschwitz provides an example project on his ProLost blog that uses the Fractal
Noise effect to create the corona of the Sun.
Harry Frank provides an animation preset on the AE Freemart website that uses Fractal
Noise to create a star field.
Maltaannon (Jerzy Drozda, Jr.) provides a video tutorial on the Creative COW website that shows how
to use the Fractal Noise effect to create a star field and then
use a star field as a skybox to provide a distant backdrop in a
3D world.
The Turbulent Noise effect is essentially a modern, higher-performance
implementation of the Fractal Noise effect. The Turbulent Noise
effect takes less time to render, and it’s easier to use for creating
smooth animations. The Turbulent Noise effect also more accurately
models turbulent systems, with smaller noise features moving more
quickly than larger noise features. The primary reason to use the
Fractal Noise effect instead of the Turbulent Noise effect is for
the creation of looping animations, since the Turbulent Noise effect
doesn’t have Cycle controls.
Note: Because the controls for the two effects are nearly identical,
you can use most instructions and tutorials created for the Fractal
Noise effect to instead guide your use of the Turbulent Noise effect.
(See Turbulent Noise effect.)
Controls- Fractal Type
- The fractal noise is created by generating a grid of random numbers
for each noise layer. The Complexity setting specifies the number
of noise layers. The Fractal Type setting determines the characteristics
of this grid.
- Noise Type
- The type of interpolation to use between the random values
in the noise grid.
- Invert
- Inverts the noise. Black areas become white, and white areas
become black.
- Contrast
- The default value is 100. Higher values create larger, more
sharply defined areas of black and white in the noise, generally
revealing less subtle detail. Lower values result in more areas
of gray, softening or muting the noise.
- Overflow
- Remaps color values that fall outside the range of 0–1.0,
using one of the following options:
- Clip
- Remaps values so that any value above 1.0 is displayed as
pure white, and any value below 0 is displayed as pure black. The
Contrast value influences how much of the image falls outside this
range. Higher values result in a mostly black and/or white image
with less gray area. Therefore, higher contrast settings display
less subtle detail. When used as a luma matte, the layer has sharper, better-defined
areas of transparency.
- Soft Clamp
- Remaps values on an infinite curve so that all values stay
in the range. This option reduces contrast and makes noise appear
gray with few areas of pure black or pure white. When used as a
luma matte, the layer contains subtle areas of transparency.
- Wrap Back
- Remaps triangularly, so that values above 1.0 or below 0
fall back into the range. This option reveals subtle detail when
Contrast is set above 100. When used as a luma matte, the layer
reveals more detailed textured areas of transparency.
- Allow HDR Results
- No remapping is performed. Values outside the range of 0-1.0
are preserved.
- Transform
- Settings to rotate, scale, and position the noise layers.
The layers appear as if they are at different depths if you select
Perspective Offset.
- Complexity
- The number of noise layers that are combined (according to
the Sub Settings) to create the fractal noise. Increasing this number
increases the apparent depth and amount of detail in the noise.
Note: Increasing
Complexity results in longer rendering times. If appropriate, try reducing
the Size rather than increasing Complexity to achieve similar results
and avoid longer rendering. A trick to increase apparent complexity
without increasing rendering time is to use a negative or very high
Contrast or Brightness setting and choose Wrap Back for Overflow.
- Sub Settings
- The fractal noise is generated by combining layers of noise.
The Sub Settings control how this combination occurs and how the
properties of the noise layers are offset from one another. Scaling
successive layers down creates finer details.
- Sub Influence
- How much influence each successive layer has on the combined noise.
At 100%, all iterations have the same amount of influence. At 50%,
each iteration has half as much influence as the previous iteration.
A value of 0% makes the effect appear exactly as if Complexity is
1.
- Sub Scaling, Rotation, and Offset
- The scale percentage, angle, and position of a noise layer
relative to the previous noise layer.
- Center Subscale
- Calculates each noise layer from the same point as the previous
layer. This setting can result in the appearance of duplicated noise
layers stacked on top of each other.
- Evolution
- Uses progressive revolutions that continue to change the
image with each added revolution. This method is unlike typical
revolutions that refer to a setting on the dial control for which
the result is the same for every multiple of 360°. For Evolution,
the appearance at 0° is different from the appearance at 1 revolution,
which is different from the appearance at 2 revolutions, and so
on. To return the Evolution setting to its original state (for example,
to create a seamless loop), use the Cycle Evolution option.
You
can specify how much the noise evolves over a period of time by
animating Evolution. The more revolutions within a given amount
of time, the more rapidly the noise changes. Large changes in the
Evolution value over a short period of time may result in flashing.
To
create a seamless loop, use Cycle Evolution, and set Evolution keyframes
at full revolutions with no degrees—partially completed revolutions
may interrupt the loop.
- Evolution Options
- Options for Evolution.
- Cycle Evolution
- Creates a cycle of Evolution that loops over the set amount
of time. This option forces the Evolution state to return to its
starting point, creating a smooth progressive cycle, a nonrepeating
cycle, or a loop segment.
To ensure that a cycle completes
full revolutions, choose a Cycle value that either matches or is
evenly divisible by the number of revolutions set for Evolution.
- Cycle (in Revolutions)
- Specifies the number of revolutions that the noise cycles through
before it repeats. The amount of time between Evolution keyframes determines
the speed of these Evolution cycles. This option affects only the evolution
of the noise, not Transform or other controls. For example, if you
view two identical states of noise with different Size or Offset
settings, they don’t appear the same.
Note: Cycle is available
only if Cycle Evolution is selected.
- Random Seed
- Sets a random value from which to generate the noise. Animating
the Random Seed property results in flashing from one set of noise
to another (within that fractal type), which is usually not the
result that you want. For smooth animation of noise, animate the
Evolution property.
 You
can easily create new fractal noise animations by reusing previously
created Evolution cycles and changing only the Random Seed value.
Using a new Random Seed value alters the noise pattern without disturbing
the Evolution animation.  Instead of animating
Evolution over the entire composition, save rendering time by prerendering
and looping one short Evolution cycle for the duration you want. - Opacity
- Opacity of the noise.
- Blending Mode
- The
blending operation between the fractal noise and the original image.
These blending modes are identical to the ones in the Modes column
in the Timeline panel, with the following exceptions:
- None
- Renders the fractal noise only and does not composite on
the original layer.
- Hue
- Renders the fractal noise as hue values instead of grayscale.
The Saturation and Lightness of the original layer are maintained.
If the original layer is grayscale, nothing happens.
- Saturation
- Renders the fractal noise as saturation values instead of
grayscale. The Hue and Lightness of the original layer are maintained.
If the original layer is grayscale, nothing happens.
Create a seamless loop using Fractal Noise- Select a layer in the Timeline panel, and
choose Effect > Noise & Grain > Fractal Noise.
- Set two keyframes for Evolution.
- Adjust the time between keyframes and the number of Evolution
revolutions until you are satisfied with the animation of the noise.
- Select Cycle Evolution.
- Set a value for Cycle.
The evolution completes the number of revolutions you specify
for Cycle in the amount of time determined by the distance between
Evolution keyframes. Determine the Cycle value by considering how
much of this cycle you need to render before it repeats. Choose
the shortest length appropriate for your project to save rendering
time.
Initially, the last frame of a cycle is identical to
the first frame. To create a seamless loop, skip the last frame
by setting the Out point of the layer one frame before the last
frame of the cycle:
- Move the current-time indicator to the time where the
cycle completes. For example, if the Cycle is set to 2, locate the
frame when the Evolution value is 2.
Note: If you set keyframes for other Fractal Noise controls,
return them to their initial settings where the cycle begins to
repeat in the timeline, or the controls don’t loop.
- Move the current-time indicator back one frame.
- Trim the Out point of the layer to this frame.
- Pre-render this layer, and import the pre-rendered movie
into your project.
- Select the imported footage item in the Project panel,
and choose File > Interpret Footage. Then set Loop to
the number of loops required for the duration of the layer in the
project.
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