# C1.Util.DX.Direct2D.Effects.Turbulence

## Content

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  <h1 id="C1_Util_DX_Direct2D_Effects_Turbulence" data-uid="C1.Util.DX.Direct2D.Effects.Turbulence" class="text-break">Turbulence Class
</h1>
  <div class="markdown level0 summary"><p>Builtin Turbulence effect.</p>
</div>
  <div class="markdown level0 conceptual"></div>
  <div class="inheritance">
    <h5>Inheritance</h5>
    <div class="level0"><a class="xref" href="https://learn.microsoft.com/dotnet/api/system.object">object</a></div>
    <div class="level1"><a class="xref" href="C1.Util.DX.DisposeBase.html">DisposeBase</a></div>
    <div class="level2"><a class="xref" href="C1.Util.DX.CppObject.html">CppObject</a></div>
    <div class="level3"><a class="xref" href="C1.Util.DX.ComObject.html">ComObject</a></div>
    <div class="level4"><a class="xref" href="C1.Util.DX.Direct2D.Properties.html">Properties</a></div>
    <div class="level5"><a class="xref" href="C1.Util.DX.Direct2D.Effect.html">Effect</a></div>
    <div class="level6"><span class="xref">Turbulence</span></div>
  </div>
  <div class="implements">
    <h5>Implements</h5>
    <div><a class="xref" href="https://learn.microsoft.com/dotnet/api/system.idisposable">IDisposable</a></div>
    <div><a class="xref" href="C1.Util.DX.IUnknown.html">IUnknown</a></div>
  </div>
  <h6><strong>Namespace</strong>: <a class="xref" href="C1.Util.DX.Direct2D.Effects.html">C1.Util.DX.Direct2D.Effects</a></h6>
  <h6><strong>Assembly</strong>: C1.Win.DX.10.dll</h6>
  <h5 id="C1_Util_DX_Direct2D_Effects_Turbulence_syntax">Syntax</h5>
  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public class Turbulence : Effect, IDisposable, IUnknown</code></pre>
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  <div class="codewrapper">
    <pre><code class="lang-vbnet hljs">Public Class Turbulence
    Inherits Effect
    Implements IDisposable, IUnknown</code></pre>
  </div>
  <h3 id="constructors">Constructors
</h3>
  <table class="table table-bordered table-condensed">
    <thead>
      <tr>
        <th>Name</th>
        <th>Description</th>
      </tr>
    </thead>
    <tbody>
      <tr>
        <td id="C1_Util_DX_Direct2D_Effects_Turbulence__ctor_System_IntPtr_" data-uid="C1.Util.DX.Direct2D.Effects.Turbulence.#ctor(System.IntPtr)">
          <a class="xref" href="C1.Util.DX.Direct2D.Effects.Turbulence.-ctor.html#C1_Util_DX_Direct2D_Effects_Turbulence__ctor_System_IntPtr_">Turbulence(nint)</a>
        </td>
        <td class="markdown level1 summary"><p>Initializes a new instance of the <a class="xref" href="C1.Util.DX.Direct2D.Effects.Turbulence.html">Turbulence</a> class.</p>
</td>
      </tr>
    </tbody>
  </table>
  <h3 id="properties">Properties
</h3>
  <table class="table table-bordered table-condensed">
    <thead>
      <tr>
        <th>Name</th>
        <th>Description</th>
      </tr>
    </thead>
    <tbody>
      <tr>
        <td id="C1_Util_DX_Direct2D_Effects_Turbulence_BaseFrequency" data-uid="C1.Util.DX.Direct2D.Effects.Turbulence.BaseFrequency">
          <a class="xref" href="C1.Util.DX.Direct2D.Effects.Turbulence.BaseFrequency.html#C1_Util_DX_Direct2D_Effects_Turbulence_BaseFrequency">BaseFrequency</a>
        </td>
        <td class="markdown level1 summary"><p>The base frequencies in the X and Y direction.. This property is a float and must be greater than 0. The units are specified in 1/DIPs.
A value of 1 (1/DIPs) for the base frequency results in the Perlin noise completing an entire cycle between two pixels. The ease interpolation for these pixels results in completely random pixels, since there is no correlation between the pixels.
A value of 0.1(1/DIPs) for the base frequency, the Perlin noise function repeats every 10 DIPs. This results in correlation between pixels and the typical turbulence effect is visible</p>
</td>
      </tr>
      <tr>
        <td id="C1_Util_DX_Direct2D_Effects_Turbulence_Noise" data-uid="C1.Util.DX.Direct2D.Effects.Turbulence.Noise">
          <a class="xref" href="C1.Util.DX.Direct2D.Effects.Turbulence.Noise.html#C1_Util_DX_Direct2D_Effects_Turbulence_Noise">Noise</a>
        </td>
        <td class="markdown level1 summary"><p>The turbulence noise mode. This property can be either fractal sum or turbulence. Indicates whether to generate a bitmap based on Fractal Noise or the Turbulence function. See Noise modes for more info.</p>
</td>
      </tr>
      <tr>
        <td id="C1_Util_DX_Direct2D_Effects_Turbulence_OctaveCount" data-uid="C1.Util.DX.Direct2D.Effects.Turbulence.OctaveCount">
          <a class="xref" href="C1.Util.DX.Direct2D.Effects.Turbulence.OctaveCount.html#C1_Util_DX_Direct2D_Effects_Turbulence_OctaveCount">OctaveCount</a>
        </td>
        <td class="markdown level1 summary"><p>The number of octaves for the noise function. This property is an int and must be greater than 0.</p>
</td>
      </tr>
      <tr>
        <td id="C1_Util_DX_Direct2D_Effects_Turbulence_Offset" data-uid="C1.Util.DX.Direct2D.Effects.Turbulence.Offset">
          <a class="xref" href="C1.Util.DX.Direct2D.Effects.Turbulence.Offset.html#C1_Util_DX_Direct2D_Effects_Turbulence_Offset">Offset</a>
        </td>
        <td class="markdown level1 summary"><p>The coordinates where the turbulence output is generated.
The algorithm used to generate the Perlin noise is position dependent, so a different offset results in a different output. This property is not bounded and the units are specified in DIPs</p>
</td>
      </tr>
      <tr>
        <td id="C1_Util_DX_Direct2D_Effects_Turbulence_Seed" data-uid="C1.Util.DX.Direct2D.Effects.Turbulence.Seed">
          <a class="xref" href="C1.Util.DX.Direct2D.Effects.Turbulence.Seed.html#C1_Util_DX_Direct2D_Effects_Turbulence_Seed">Seed</a>
        </td>
        <td class="markdown level1 summary"><p>The seed for the pseudo random generator. This property is unbounded.</p>
</td>
      </tr>
      <tr>
        <td id="C1_Util_DX_Direct2D_Effects_Turbulence_Stitchable" data-uid="C1.Util.DX.Direct2D.Effects.Turbulence.Stitchable">
          <a class="xref" href="C1.Util.DX.Direct2D.Effects.Turbulence.Stitchable.html#C1_Util_DX_Direct2D_Effects_Turbulence_Stitchable">Stitchable</a>
        </td>
        <td class="markdown level1 summary"><p>Turns stitching on or off. The base frequency is adjusted so that output bitmap can be stitched. This is useful if you want to tile multiple copies of the turbulence effect output.
true: The output bitmap can be tiled (using the tile effect) without the appearance of seams. The base frequency is adjusted so that output bitmap can be stitched.
false: The base frequency is not adjusted, so seams may appear between tiles if the bitmap is tiled.</p>
</td>
      </tr>
    </tbody>
  </table>
  <h3 id="methods">Methods
</h3>
  <table class="table table-bordered table-condensed">
    <thead>
      <tr>
        <th>Name</th>
        <th>Description</th>
      </tr>
    </thead>
    <tbody>
      <tr>
        <td id="C1_Util_DX_Direct2D_Effects_Turbulence_Create_C1_Util_DX_Direct2D_DeviceContext_" data-uid="C1.Util.DX.Direct2D.Effects.Turbulence.Create(C1.Util.DX.Direct2D.DeviceContext)">
          <a class="xref" href="C1.Util.DX.Direct2D.Effects.Turbulence.Create.html#C1_Util_DX_Direct2D_Effects_Turbulence_Create_C1_Util_DX_Direct2D_DeviceContext_">Create(DeviceContext)</a>
        </td>
        <td class="markdown level1 summary"><p>Initializes a new instance of <a class="xref" href="C1.Util.DX.Direct2D.Effects.Turbulence.html">Turbulence</a> effect.</p>
</td>
      </tr>
    </tbody>
  </table>

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