@motion-script/core / FractalNoiseFillProp
Interface: FractalNoiseFillProp
Defined in: attributes/shape/fill/implementations/fractal-noise.ts:39
Fractal (fBm) noise — the procedural material source.
Where NoiseFillProp is sparse per-pixel speckle (dust, static), this is a continuous field: several octaves of smooth noise summed at rising frequency and falling amplitude, which is what produces cloud, smoke, marble, wood, terrain and plasma rather than grain.
It is a fill, so it paints inside the shape's path and stacks with the rest of
the fill array. It composes with the effect layer rather than duplicating it:
duotone over it is marble, threshold over it is an organic matte,
posterize over it is topographic banding, and displace pointed at the same
look is water.
seed shifts the whole field, so tweening it drifts the pattern; tween
offset instead to travel through it, which is what reads as flowing.
Properties
angle?
optionalangle?:number
Defined in: attributes/shape/fill/implementations/fractal-noise.ts:56
Rotation of the field in degrees (default 0).
basis?
optionalbasis?:FractalNoiseBasis
Defined in: attributes/shape/fill/implementations/fractal-noise.ts:42
Which noise function the octaves come from (default 'simplex').
blend?
optionalblend?:"color"|"multiply"|"screen"|"overlay"|"darken"|"lighten"|"color-dodge"|"color-burn"|"hard-light"|"soft-light"|"difference"|"exclusion"|"hue"|"saturation"|"luminosity"|"normal"
Defined in: attributes/shape/fill/implementations/fractal-noise.ts:64
colors?
optionalcolors?:Color[]
Defined in: attributes/shape/fill/implementations/fractal-noise.ts:58
Colours the 0–1 field maps onto, low to high (default black → white).
contrast?
optionalcontrast?:number
Defined in: attributes/shape/fill/implementations/fractal-noise.ts:62
Steepen (>1) or flatten (<1) the field before the ramp (default 1).
frequency?
optionalfrequency?:number|Vector2
Defined in: attributes/shape/fill/implementations/fractal-noise.ts:46
Cycles of the first octave across the shape — a number, or per-axis (default 3).
gain?
optionalgain?:number
Defined in: attributes/shape/fill/implementations/fractal-noise.ts:50
Amplitude multiplier per octave; below 1 the detail fades in (default 0.5).
lacunarity?
optionallacunarity?:number
Defined in: attributes/shape/fill/implementations/fractal-noise.ts:48
Frequency multiplier per octave (default 2).
octaves?
optionaloctaves?:number
Defined in: attributes/shape/fill/implementations/fractal-noise.ts:44
How many octaves are summed, 1–8 (default 4). Each one doubles the cost.
offset?
optionaloffset?:Vector2
Defined in: attributes/shape/fill/implementations/fractal-noise.ts:54
Pan through the field, in cycles. Animate to make the pattern flow.
opacity?
optionalopacity?:number
Defined in: attributes/shape/fill/implementations/fractal-noise.ts:63
seed?
optionalseed?:number
Defined in: attributes/shape/fill/implementations/fractal-noise.ts:52
Field offset — random-access into the noise. Animate to drift.
stops?
optionalstops?:number[]
Defined in: attributes/shape/fill/implementations/fractal-noise.ts:60
Positions of each colour in 0–1 (default evenly spaced).
type
type:
"fractalNoise"
Defined in: attributes/shape/fill/implementations/fractal-noise.ts:40