Synthetic Texture Variation: explanation. Synthetic multidimensional texture is generated by adding waves of one dimensional noise, and applying a final noise function to the result. The wavefronts of the one dimensional waves are disturbed to hide from the eye the basic generation mechanism. In all the examples here we are using two one dimensional waves, each wave being disturbed by a single disturbance wave. In the 'real' three dimensional WINSOM code we use three waves, each wave disturbed by a pair of other waves. All the basic noise patterns used here are fractal generated. Bandpassed noise may also be used. The pictures are arranged in four rows. In each case we have: column 1: first plane wave column 2: second plane wave column 3: sum of the first two waves column 4: final result, with noise applied to column 3. The first row shows a typical good example. The second row shows the result of exaggerated high frequencies, especially in the disturbance wave. The third row shows two plane waves where no disturbance wave is used. The final row shows the use of less high frequencies (larger fractal values).