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title: "V-Ray Bercon Noise"
canonical: "https://documentation.chaos.com/space/VRAYHOUDINI/113279483/V-Ray%20Bercon%20Noise"
format: markdown
---
This page provides information on the V-Ray Bercon Noise Texture. Overview V-Ray Bercon Noise is a procedural noise texture that offers a great deal of control. It allows you to change both the  Noise Type  and also to specify a  Fractal  type to use. If a texture is connected to the  Distortion  channel, this texture is used to distort the noise produced. General Mix Color 1  – Controls the choice of color for the first color used by the texture. Color 2  – Controls the choice of color for the second color used by the texture. Size  – Controls the size of the noise procedural produced. Low  – Controls the color of the large details. Low values are lighter, higher values are darker. High  – Controls the color of the smaller details. Low values are lighter, higher values are darker. Distortion Use Distortion  – Enables the use of distortion. When a texture map is connected to this channel, it distorts the V-Ray Bercon Noise texture depending on the texture map. Distortion Strength  – Specifies the strength of distortion. Solid colors have no effect and the more contrast in the connected texture, the more visible the distortion. Curve Use Curve Input  – Specifies whether the c alculated blend amount to be transformed by the Bezier curve. Noise Function Uvw  – Controls how the procedural texture is mapped and gives a choice between  Normal ,  Radial,  and  Spherical. Noise Type  – Allows the choice between noise types to use for the procedural texture. The types are  Perlin 2D ,  Perlin 3D ,  Perlin 4D ,  Simplex 2D ,  Simplex 3D,   Simplex 4D , and  Worley (Voronoi). For more information, see the  Noise Types example  below. Phase  – Specifies the noise phase. Spread  – Specifies the Worley spread. F1/F2/F3/F4  – Specifies the Worley noise. Distance  – Specifies the Worley distance. The options are  Linear ,  Square ,  Manhattan ,  Chebychev ,  Minkovsky   0.5 , and  Minkovsky   4 . Fractal Fractal  – Allows the choice between fractals to be used by the procedural noise. The options for fractals are  None  (no fractal shall be used if this is selected),  Fractal ,  Turbulence ,  fBm ,  fBm   Turbulence ,  Hetero Terrain ,  Hybrid Multi Fractal , and  Ridged Multi Fractal . When a choice other than None is chosen, channels allowing control of the specified fractal type appear.  For more information, see the  Fractal Types example  below. Levels  – Specifies the fractal levels. Offset  – Specifies the fractal offset. Gain  – Specifies the fractal gain. Lacunarity  – Specifies the fractal lacunarity. Exponent  – Specifies the fractal exponent. Output Camera Space  – Enables calculations in camera space. Color Tweaks Default Color  – Specifies a color when there are no valid UVW coordinates. Mult  – Specifies a multiplier for the texture color. Offset  – Color corrects the texture by adding the RGB color values specified here to the RGB color values in the texture. Invert  – When enabled, the resulting texture color is inverted. Alpha Tweaks Source  – Specifies the alpha source from  Alpha ,  Color , and  Opaque . Use  – Differentiates between textures exported from different applications. You can choose between  Color Intensity (3ds Max)  and  Color Luminance (Maya) . Mult  – Specifies a multiplier for the texture alpha. Offset  – Specifies an additional offset for the texture alpha. Invert  – When enabled, the resulting texture alpha is inverted, too. If disabled, just the color is inverted. Placement  Placement   Type  – Specifies the way the valid portion of the texture is applied. The options are  Full ,  Crop , and  Place . U/V  – Specifies the U/V coordinates of the valid texture sector. W  – Specifies the width of the valid texture sector. H  – Specifies the height of the valid texture sector. Jitter  – Specifies the amount of random placement variation. Tile U  – When enabled, there is horizontal tiling. Tile V  – When enabled, there is vertical tiling. UV Noise Enabled  – Enables the UV noise. Amount  – Specifies the UV noise amount. Levels  – Specifies the UV noise iterations. Size  – Specifies the UV noise size. Animated  – When enabled, the noise is animated. Phase  – Specifies the UV noise phase. Mapping Type  – Specifies the mapping type. Examples Example: General All the examples in this section use  Perlin 3D  as  Noise Type  and have  Fractal  set to  None . Size:  0.1 Size:  0.25 Size:  0.5 Size:  0.75 Size:  1 Low:  0 Low:  0.25 Low:  0.5  Low:  0.75 Low:  1 High:  0 High:  0.25 High:  0.5 High:  0.75 High:  1 Examples: Noise Types Perlin 2D Perlin 3D Perlin 4D Simplex 2D Simplex 3D Simplex 4D Worley (Voronoi)   Examples: Fractal Types Fractal Turbulence fBm fBm Turbulence Hetero Terrain Hybrid Multi Fractal Ridged Multi Fractal