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

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<h1 id="C1_Util_DX_Direct2D_Effects_Turbulence_BaseFrequency_" data-uid="C1.Util.DX.Direct2D.Effects.Turbulence.BaseFrequency*">BaseFrequency Property
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<h4 id="C1_Util_DX_Direct2D_Effects_Turbulence_BaseFrequency" data-uid="C1.Util.DX.Direct2D.Effects.Turbulence.BaseFrequency">BaseFrequency</h4>
<div 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>
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<h5 class="declaration">Declaration</h5>
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  <pre><code class="lang-csharp hljs">public Vector2 BaseFrequency { get; set; }</code></pre>
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  <pre><code class="lang-vbnet hljs">Public Property BaseFrequency As Vector2</code></pre>
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