This is the distortion algorithm to be used.
The value of the distortion channel is added to the sample coordinate of the texture.
The value of the distortion channel is added to the sample coordinate of the texture if the value is between 50-100% and is subtracted if the value is between 0-50%.
The distortion value is determined by evaluating the flow direction of the distortion texture and then the flow direction vector is used to offset the sample coordinate of the texture.
The Wrap function controls what happens to parts of the texture that have been distorted and now lie outside the UV map. These can be ignored (None), repeated (Cycle), cut off (Clamp) or mirrored (Seamless).
Global distortion amount. 100% means distortion values from 0 to 1 in UV and 0 to 10 in 3D.
X is the distortion amount in U for 2D and X for 3D. Y is the distortion amount in V for 2D and Y for 3D. Z is the distortion amount in Z for 3D.
Delta is a scaling factor to use in sampling the texture for evaluating slope to be used in the bump channel. This allows you to get very sharp bump with minute detail that is not possible with the standard bump delta.
Relative step size to be used in evaluating the flow direction in Flow Field distortion type.
This is the source image or shader to distort with the Distorter texture. You can bring in and affect any image or channel shader available to Cinema 4D.
The distorter texture is used to distort the texture defined by Texture (see above). The value of the distorter image or shader is used in the distortion algorithm to offset the sampling of the texture.