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We select 3rd floor ocean front rooms, and find the place utterly silent. Just down the beach at the Playa Palms the old Green Parrot , where we have not been since , sleep is impossible. Looking forward to staying at Playa Maya in February!!!

Maya – Texture Deformer

At night it moves to the jungle as well as the clubs in town. Playa Maya would have heard some during the day but should not at night as the beach parties move inland once it gets dark around 7. We're looking at February, so the BPM shouldn't be an issue. Does anyone know how many kitchenette rooms Playa Maya has? We're hoping to travel with another couple, and both would prefer having a kitchenette.

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Destination Expert for Playa del Carmen. Re: Hotel Playa Maya - noise? Ask a question. Reliable driver with a minivan for a day See All Playa del Carmen Conversations. Xel-ha vs. View Hotel. HM Playa del Carmen. Controls how many cells are imbedded in the medium used by the Billow noise type. Reduce this value to make the cells sparser. If the texture is used as a bump map, low values for Density results in smooth looking surfaces with occasional bumps. Controls the density randomization of individual cells used by the Billow noise type.

When set close to 0, all the cells are the same density. As you increase Spottyness , some cells are randomly denser or thinner than others. Controls the randomization of the size of the individual blobs used by the Billow noise type. When it is close to 0, all the cells are the same size. As you increase Size Rand , some cells are smaller than others, in a random fashion. Controls how the cells for the Billow noise type are arranged relative to one another.

Set to 1. If set to 0, all the spots are laid out in a regular pattern. This can provide interesting effects when used as a bump map—for instance, you can make things like insect eyes, or machine-tooled raspy surfaces.

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Controls the way intensity falls off for individual blobs for the Billow noise type. A uniform falloff from the center to a value of zero at the edges of the blobs. More natural looking, using a gaussian falloff. Fast focuses the intensity more towards the center of the blobs. Uses a reverse falloff, fading to zero at the blob center. Determines how many waves to generate for the Wave noise type. The larger the number, the more random-looking and slower the texture.

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Threshold The number added to the whole fractal effect, making it uniformly brighter. Amplitude Scaling factor applied to all the values in the texture, centered around the texture's average value. Ratio Controls the fractal noise frequency. Frequency Ratio Determines the relative spacial scale of the noise frequencies. Depth Max Controls how much calculation is done by the Noise texture. Inflection Applies a kink in the noise function. Time Used to animate the Noise texture. Frequency Determines the fundamental frequency for the noise.

Implode This warps the noise function in a concentric fashion about a point defined by the Implode Center. Implode Center This defines the center UV point about which the implode effect is defined. Noise Type Determines which noise to use during the fractal iteration.

Odd assortments of scripts for CGI workflow and game development

Perlin Noise The standard 3D noise used in the solidFractal texture. Billow A sum of 3D noise that has a puffy, cloud like effect. Wave A sum of 3D waves in space. Wispy A Perlin noise that is uses a second noise as a smear map; this makes the noise stretch out in places, looking wispy. SpaceTime A 4-dimensional version of the Perlin noise, where time is the 4th dimension.

Falloff Controls the way intensity falls off for individual blobs for the Billow noise type. Linear A uniform falloff from the center to a value of zero at the edges of the blobs.