Imagine 3.0 Textures

Copyright 1994 Impulse Inc., Mpls, MN 55444
Imagine 3.0 Logo
HTML Version Created by Walter (Jay) Turberville (III)
wturber@primenet.com (1-6-95)

Introduction

Format:

Over all texture notes:

Imagine 3.1 Update/Textures

Space Filling Textures:

Noiz2 Family:

2D Textures:

Specific Primative Textures:

Checks Family:

DeathStar Family:

Window Family:

Space Filling Textures

Two Dimensional Textures

Specific Primative Textures

Honey Comb Family:

Specific Application Textures

Animatable Textures

Fog Textures

Introduction

The textures included with Imagine 3.0 are a wonder to use. You will wonder from time to time how to use them and you will then wonder how you ever worked with out them. As stated in the 3.0 manual textures are far less expensive than image wraps. While an image wrap may be an exact picture of what you are trying to simulate, images take lots of memory, taking away from your overall scene complexity and slowing the rendering process down.

Textures on the other hand, can in most cases go beyond the general use of an image, and most importantly they don't take up any where as much memory, which means that your scene can be more complex "looking" while not having such a high overhead as in the use of image maps.

Here in this document is an explanation of how each included texture functions. DON'T STOP THERE. Render each texture more than once. WE here at Impulse do something like this. We add a sphere to the worksurface and then add the texture to that sphere that we want to work with. Then we experiment with each of the settings, but not one at a time. We copy the sphere, make the changes to the variable we are working on and then change it some more on another copy. In some cases we end up with a screen that has 10 or 20 spheres on it. We render this scene and then keep that picture with readme file attached to it. Then when we want to go back a take a look we have the data of what we did and what the results looked like. Have fun and make great pictures and animations. Use these textures, many months of effort and toil went into each one to make them as useful as possible. Enjoy.

Over all texture notes:

In textures that take color, many of the requesters will take a negative (<0.0) value and treat it as "ignore this." This could mean, "ignore the adding color portion of this texture", or, "ignore the adding reflect value portion of this texture" - This lets the objects previous attributes show through rather than modifying them.

The textures have very little in the way of error checking - This was done to keep the rendering speeds from getting slower. Many of the textures thus have suggested ranges for some of the parameters. If you enter numbers outside of the suggested ranges, you may get some unpredictable results (and may crash the renderer, although I haven't seen this happen).

Notes on noise magnitude and velocity...

Space Filling Textures:

Agate Texture

Type: Color.

This texture is an attempt to emulate the color patterns in some types of marble, agate, or jade. The defaults in the requester apply themselves best on a white object. This texture is scale-able in all 3 texture axes independently, and works by associating 4 colors with 4 threshold ("T") values. The threshold values are arranged between 0.0 and 1.0 and are associated so that the "T" values T1 to T2 blend the objects base color to the textures "color 1." T2 to T3 associates from "color 1" to "color 2", and T3 to T4 blends from "color 2" to "color 3."

Requester: X, Y, and Z Sizes: These allow you to scale the overall size of the grain in this texture, or the grain can be lined up in a certain direction by scaling in only one direction. For example, scaling only in Z will make the grain stretch in the Z direction.

T1, T2, T3, and T4: These are the user controllable threshold values. T1 to T2 adjusts the blending of the object color to 'Color 1'. T2 to t3 controls the blending from 'Color 1' to 'Color 2', etc.

Color 1, Color 2, Color 3: These are all the color setting RGB valued for the Agate Texture. Remember, the first color is taken from the color on the object. If any of these colors are set to a negative value, the color will be taken from the color already on the object.

sample obj: primitive sphere

BumpNoiz Texture

Type: Bump.

This texture applies a random bump map to an object to make the object's surface un-smooth. The texture is independently scale-able in all 3 texture axis directions, and has bump magnitude and % flat adjustment. The % flat allows you to take an object and put dings or pits in the surface (or on the surface) and by adjusting the scaling to the extreme, you can get a sort of brushed metal appearance. The noise value can be positive or negative, and its value determines the apparent depth and direction (in or out) of the bumps. This texture has 2 separate, independently adjustable noise functions that can be applied in a single requester.

Requester: X, Y, and Z Sizes: These are the scaling values that allow you to alter the size of the bumps, or to stretch them in a particular axis to make the bumps line up.

Bump Noise: This is a depth adjustment for the bumps (how bumpy it is). It can be set to either a positive or negative value.

% Flat: This value adjusts what percentage of the surface is covered with the bumps. Adjusting this will give you a pitted look.

sample obj: primitive sphere

ColrNoiz (Color Noise) Texture

Type: Color, Reflect, Filter.

This texture applies random colors to an object with a little bit of control and a threshold value for applying it like a random growth on the object. This texture is scaleable in each texture axes independently, and you set a base color for the random application. There are several "Vary" parameters that take the texture color and the Ref/Filt values from the original object and vary them by the percentage entered. For example, if the texture color is set to white (255, 255, 255), and you set the red/green/blue vary values to 0.5, 0.0, and 0.0, the green and blue colors in the texture will stay fixed at 255 each (full on), and the red color will vary from 255 to 0.5 of 255 (about 127). This way, the texture will apply itself as colors varying from full white to a bright, light cyan. The "Noise Threshold" is used to turn the texture off in random wandering areas on the surface of the object. All parameters except the sizing and color setting parameters are to be set between 0.0 and 1.0. Negative values in the color params will turn off the color part of the texture so you can just mess with the filter/reflect values.

Requester: X, Y, and Z Scaling: These parameters allow you to adjust the size and approximate shape of the color patches applied by this texture. Scaling them together will adjust the size of the patches, scaling only in one axis will stretch the shape of the patches.

Color Red, Green, and Blue: This is the setting for the base color of this texture.

Red, Green, and Blue Vary: These values help to control the randomness of the colors. Setting these to zero says, "take the base color, and don't vary any of the color guns." Setting, for example, the Red Vary to .5 says, "allow the red color to vary randomly from it's base value to 50% of turning The red color gun all the way off." As a default, the base color is all-on (White) and each color varies randomly to 70% of all-off (Black). If any of these parameters are set negative, a random color will not be added.

Color "Value" Vary: This parameter varies the color one more time by randomly pushing the color patches towards black.

Reflect Level Vary: This parameter adds random reflectance to the surface of an object. If this value is negative, the reflect value of the object will not be altered.

Filter Level Vary: This parameter adds random transparency to the surface of an object. If this value is negative, the filter value of the object will not be altered.

Noise Threshold: This parameter tells the texture to cover a percentage of the object surface. Setting it to 1.0 means 100%, 0.5 means cover 50% of the object surface with ColrNoiz.

sample obj: primitive sphere

Confetti Texture

Type: Color, Reflect, Filter.

This texture applies a confetti like scattering of colored particles on the surface of the object. The parameters allow you to set 2 color values - all confetti bits will be of a color between those 2 colors. The particle shapes are cubes in the XYZ space of the texture axis - by rotating the texture axis, you will get different slices of the particles showing up on the surface of your object. The particles also have filter and reflect values that can be set. This way, you can put opaque particles on a glass object, or clear holes on an opaque object, etc. The parameters, V1 and V2, set up the density of the particles. V1 must be less than V2, and if V1 is near V2, the particles will be fewer and farther between.

Requester:

Size: This parameter sets the size of the confetti particles.

V1, and V2: These parameters are set to turn a range of confetti particles on or off. The size of the range between V1 and V2 determines how much of the original surface is covered by particles, and the starting and ending values determine which of the particles are turned 'on.'

Color 1 and Color 2: These two colors set up the range of colors that the particles can have. If you set one to red and one to yellow, you will get particles that vary in color from yellow to red (mostly orange). If you want all the particles to be the same color, set both of these to the same colors. Setting any of these values to negative will tell the texture to take this color (1 or 2) from the color already on the object.

Reflect: Reflect sets the reflection colors for the particles. Any negative values will tell the texture to not modify the reflect value already on the object.

Filter: Filter sets the transparency colors for the particles. Any negative values will tell the texture to not modify the filter value already on the object.

example obj: primitive sphere

Crumpled Texture

Type: Color, Reflect, Bump.

This texture sort of does the used-tinfoil/crumpled-and-flattened-back-out- paper-bag look. Crumpled is scaleable in each axis independently, and can modify the smoothness of the surface, or just add color, or both. Just adding color does something that looks like the canals of Mars, and using the bump adjustment will make the surface appear crumpled, like wrinkled metal. There is a clipping function that lets you flatten out the tops of the creases or the bottoms of the 'crumples'.

Requester:

X, Y, and Z Size: These are the scaling parameters. They can be used to scale the entire texture, or the texture can be squashed or stretched by scaling each direction independently.

Noise 1 and 2: These are the two noise functions. The magnitude value adjusts how much to alter the shapes (a lot, or a little), and the velocity value adjusts whether the noise is applied in a fast and jerky or slow and gradual manner.

Bump Adj: This adjusts how deep the crumples look (or how high if set to a positive number). Setting it to 0.0 turns off the bump mapping part of this texture.

Top/Bottom Clip: These can be use to flatten out the bottoms/tops of the crumples.

Bump Color: The center of the crumples can be changed here. The default comes in making the centers black. You can turn off the crumple coloring by setting any of these color parameters to a negative number. by adding color to an object, this texture automatically reduces the reflectivity in the areas where color is applied.

Color Clip: Color Clip sets how much of the crumple is to be colored. A smaller value will color only the centers, whereas a larger number will cause the colors to combine between crumples.

Dispersion: This value can be used to shut off some of the crumples.

sample object: primitive sphere.

DinoSkin Texture

Type: Color, Bump.

Coolnesstivity - This texture is a shot at the scaly / bumpy / wrinkly thing that dinosaur skin does. Dino Skin works in three dimensions, and is scaleable in each axis direction independently. The texture has two noise functions in it, one's for the slow waviness of the skin and the second is for the local randomness of the shape of the bumps. There is an adjustment for the apparent depth of the bumps, an adjustment for flattening out the tops of the bumps and one for flattening out the spaces between the bumps. You can also add a color that only applies itself to the tops of the bumps.

Requester: X, Y, and Z Sizes: These allow you to scale the overall size or alter the shapes of the bumps by scaling in only one direction.

Noise 1 and 2: These are the two noise functions. The magnitude value adjusts how much to alter the shapes (a lot, or a little), and the velocity value adjusts whether the noise is applied in a fast and jerky or slow and gradual manner. As the default, the first noise function applies the slow, large waves in the skin, and the second applies the fast, small random changes in the shapes of the bumps.

Bump Adj: This can be used to alter the height of the bumps - and even invert them.

Top / Bottom clip: These are used to clip the tops and bottoms off the bumps. Clipping the top can make the bumps look more like the stones in a walkway (or like some cross section of an internal organ, or like a dinosaur leaning up against a fish tank.) Clipping the bottom makes the texture look like stones protruding out of cement (or like a dinosaur not leaning against a fish tank.) For these clipping values, note that the high range value is 1.73, not 1.0. This could have been changed but was left for the sake of performance.

Bump Color Red, Green, and Blue: These set the color that can be applied to the tops of the bumps. A negative value will shut off the bump coloring.

Color Clip: This works like the top/Bottom clip, except it works with the applied bump color. A value of 0.0 will apply no color to the bumps, 1.73 will apply full color at the tops and just fade to the object color at some of the spaces between bumps.

Note: Apply this texture "as is" to an object with a dark-dark green color for a good dino skin.

sample object: primitive plane (or anything)

EasyWood Texture

Type: Color.

This texture applies color to an object to make it look as if the object was hewn from a single block of wood. The rings of the grain are centered around the Z axis. The ring color is set within the texture requester, and the color of the spaces between the rings comes from the object color. Use the requester's scaling values and rotate the texture axes to get different "looks." This texture only adds color, not surface bumps, to an object.

Requester :

X, Y, and Z Sizes: These allow you to scale the overall size of the rings, or to alter the shapes of the rings by scaling in only one direction.

Noise: Adds noise in the X and Y directions to make the rings more wiggly.

Ring Width: This parameter sets the width of the rings. "0" is no ring, all object color, and "1" would be all ring color with no spaces. A value of about .5 gives you half and half ring and spacing.

Ring Vibration: Ring Vibration puts a vibration in the Z direction of the grain.

Color: These set the color of the grain.

example obj: primitive sphere

Leather Texture

Type: Bump.

Leather is a bump only texture that emulates the graininess of leather or wrinkles. The texture can be scaled in each axis independently, the grain width can be adjusted, and the apparent depth of the grain can also be set.

Requester:

X, Y, and Z Sizes: These allow you to scale the overall size of the leather grain. You can also get to grain to orient along a single axis scaling in only one direction.

V1 and V2: These parameters are upper and lower threshold levels that allow you to adjust the width of the grain.

Bump Adjust: This sets the apparent depth of the grain.

sample object: primitive sphere.

Monster Texture

Type: Color, Bump.

Monster is a gory hamburger-like texture that looks like some sort of creeping-crud disease. The texture is made up of a bumps with bumps on them (clumps of bumps?), and there are two colors that can be set to color the bumps. There is also a dispersion value that is very effective with this texture. It allows you to turn on clumps of bumps so you can get these big scabby looking areas (clumps of clumps?).

Requester:

X, Y, and Z Sizes: These allow you to scale the overall size of the texture. You can get these bumpy clumps to line up along a single axis by scaling in only one direction.

Noise 1 and 2: These two noise functions are used the same as in DinoSkin. The magnitude value adjusts how much to alter the shape of the texture, and the velocity value adjusts whether the noise is applied in a fast and jerky or slow and gradual manner. As a default, the first noise function adds a high magnitude, low frequency randomness to the texture and the second adds some medium magnitude, fast frequency randomness.

Bump Adjust: This adjusts the apparent height (depth) of the bumps.

Bottom Clip: This sets the position where the edge of the clumps meet the object surface. Turning it down makes the clumps smaller.

Big and Small Bump Colors: These are where the colors of the big bumps (clumps) and the small bumps (bumps on clumps) are set. Setting them to negative values will turn the coloring off.

Color Clip: This value allows you to adjust approximately how much of the color is applied to the centers of the bumps.

Dispersion: Dispersion sets which clumps are turned on. A value of 1.0 causes the texture to cover the whole object, 0.5 causes the texture to cover only 1/2.

note: if the bumps start looking too square on the bottom, set the Bottom Clip parameter closer to zero.

sample object: primitive plane (or anything)

Mosaic Texture

Type: Color, Reflect, Filter, Bump.

Mosaic is a texture that tries to do the broken tiling look that mosaic tiles have. It adds color and a random orientation to the tops of each tile. Three colors can be added and/or turned off. Two of these colors set the range of tile colors, and the third sets the color of the grout between the tiles.

Requester:

Scale Adjust: This parameter adjusts the size of the mosaic tiling. It can only be scaled as a whole.

Colors 1 and 2: These Color parameters set up the range for the tile colors. The defaults are set to red and blue, so the tiles that are produced range from reds to violets to blues. Either or both of these can be set to a negative value in which case they will get their values from the colors already on the object.

Bump Adjust: The tiles in Mosaic can be given a random orientation (like they are not all laid in perfectly flat). This parameter allows you to adjust just how irregular the tile orientation is.

Grout Width: This parameter allows you to adjust how wide the grout lines between the tiles are. A value of 0.0 will make the grout lines disappear, and a value of 1.0 will cause the grout to completely cover the tiles.

Grout Color: These color parameters are used to set the color of the grout. If you use a negative value for any of the parameters, the grout color will be taken from the color already on the object.

Filter / Reflect: These parameters allow you to make the tiles reflective or transparent.

Filter / Reflect Vary: These parameters add a randomness to the values set in the Filter / Reflect parameters. This way you can have tiles of varying color, transparency, and reflectiveness.

sample object: primitive sphere.

Noiz2 Family:

The Noiz2 Family of textures came out of the need for a more controllable random color texture. The result is a texture that allows you to enter three colors, of which it will pick colors between any two of them and apply the resulting colors randomly over an object. The texture ends up looking more like poorly mixed paint, but this works pretty well for trying to emulate some kinds of marbling. There are three textures in the Noiz2 family - ClrNoiz2, FilNoiz2, and RefNoiz2. They all have the same base algorithm, but one works with colors, one with filter values, and the third with reflectance values. Each texture has fully controllable colors, scaling and noise functions.

Requester

X, Y, and Z Scaling: These parameters allow you to scale these textures, and by scaling non-uniformly in all three directions, you get the texture to stretch and orient itself in a particular direction.

Noise 1 and 2: These are the noise functions used to alter the randomness of the color patterns. The magnitude value adjusts how much to alter the shapes of the color areas, and the velocity value adjusts whether the noise is applied in a fast and jerky or slow and gradual manner.

Color/Filter/Reflect 1,2, and 3: Each of the Noiz2 textures has 3 sets of RGB values to be set. ClrNoiz2 has 3 sets of color information, FilNoiz2 has 3 of filter values, and RefNoiz2 has 3 of Reflect data. These 3 sets of color/filter/reflect information tell the texture where to interpolate to get the colors you want. (Sorry, it's really much easier than it sounds. Just play with it...)

ClrNoiz2 (Color Noise 2) Texture

Type: Color.

sample object: primitive sphere.

RefNoiz2 (Reflect Noise 2) Texture

Type: Reflect.

sample object: primitive sphere.

FilNoiz2 (Filter Noise 2) Texture

Type: Filter.

sample object: primitive sphere.

Pebbled Texture

Type: Color, Reflect, Bump.

This Texture does the pebbled looking texture that is sometimes seen on plastic and metal parts. The texture applies a lot of tightly packed and overlapping spherical bumps to the surface, and it can also add color between the bumps which will look like an antique finish has been applied to the surface.

Requester:

X, Y, and Z Sizes: These 3 parameters are used to scale the bumps and can be used to scale in each axis independently, stretching the bumps along those axes.

Noise 1 and 2: These are the noise functions used to alter the randomness of the pebbled pattern. The magnitude value adjusts how much to alter the shapes of the bumping pattern, and the velocity value adjusts whether the noise is applied in a fast and jerky or slow and gradual manner.

Bump Adjust: This parameter sets the apparent height (or depth if set to a negative value) of the bumps.

Top and Bottom Clip: These can be used to adjust the spacing between the bumps (bottom clip) or can be used to clip off the tops of the bumps (top clip).

Bump Color: This is color that will be added in the spaces between the bumps. Setting any of these to a negative value will turn the coloring part of this texture off.

Color Clip: This is used to control the bump color. The color goes from the space between the bumps to some portion of the way to the center of the bumps. How far the color goes towards the center of the bumps is controlled by this parameter.

Dispersion: This parameter is used to turn bumps off, and sets up what percentage of the surface is covered by bumps. Adjusting this messes up the bump coloring so you may want to turn off the coloring aspect of this texture if you change the dispersion.

sample object: primitive sphere.

Peened Texture

Type: Color, Reflect, Bump.

This Texture does the peened (hammered) looking texture that is sometimes seen on finished metals. The texture applies a lot of tightly packed and overlapping spherical dents to the surface, and it can also add color into the dents which will look like an antique finish has been applied to the surface.

Requester:

X, Y, and Z Sizes: These parameters are used to scale the dents in this texture. Scaling these independently so that the dents get really stretched out can create an almost scratched or grainy look.

Noise 1 and 2: These are the noise functions used to alter the randomness of the dented pattern. The magnitude value adjusts how much to alter the shapes of the dents, and the velocity value adjusts whether the noise is applied in a fast and jerky or slow and gradual manner.

Bump Adjust: This is used to alter the apparent depth (or height if a positive value is used) of the dents.

Top and Bottom Clip: These parameters can be used to change the spacing of the dents (bottom clip) or used to flatten out the centers of the dents (top clip).

Bump Color: This color is added into the dents of this texture. This coloring can be shut off by entering a negative value in any of the parameters.

Color Clip: Coloring on this texture starts at the center of the dents and fades out to the edges. This value sets how far the coloring goes.

Dispersion: This parameter is used to control what percentage of the surface is covered by these dents. Setting it to a lower number turns off a portion of the dents.

sample object: primitive sphere.

Rainbow Texture

Type: Color.

This texture applies color to the surface of an object based on the direction that that point on the surface of the object points relative to the texture axis. There is three color values which may be set, one for surfaces which point in the X direction, one for the Y direction and one for Z. This texture is most effective when applied to a very bumpy object, or if applied after a texture that makes the surface appear bumpy.

Requester:

X Color/Reflect/Filter: These parameters control the colors that appear prevalently on the surfaces that are nearly perpendicular to the X axis. Any of these can be shut off by entering a negative value as a parameter.

Y Color/Reflect/Filter: These parameters control the colors that appear prevalently on the surfaces that are nearly perpendicular to the Y axis. Any of these can be shut off by entering a negative value as a parameter.

Z Color/Reflect/Filter: These parameters control the colors that appear prevalently on the surfaces that are nearly perpendicular to the Z axis. Any of these can be shut off by entering a negative value as a parameter.

sample object: primitive sphere.

Scratch Texture

Type: Color, Reflect, Bump.

This Texture applies random scratches, dings, and dents to the surface of an object to give it a very beat up, and rough look. The texture applies several long and thin, overlapping cuts and dents which are intersected by the surface. This intersection creates the scratched up appearance. It can also add color to the scratches which will look like an antique finish or dirt has been applied to the surface.

Requester:

X, Y, and Z Sizes: These parameters are used to scale this texture. If you look at the defaults in this texture you will note how the independent scaling in each axis direction is used to give the scratched look.

Noise 1 and 2: These are the noise functions used to alter the randomness of the scratched pattern. The magnitude value adjusts how much to alter the shapes of the scratched areas, and the velocity value adjusts whether the noise is applied in a fast and jerky or slow and gradual manner.

Bump Adjust: This parameter is used to adjust the apparent depth (or height if you use a negative value) of the dents that make up the scratches.

Top and Bottom Clip: These parameters can be used to adjust the spaces between the scratches (bottom clip) and can be used to flatten out the bottoms of the scratched areas (top clip).

Bump Color: This is the color that will be drawn into the scratches. The coloring can be shut off by entering a negative value in any of these parameters.

Color Clip: This can be used to adjust how much of the dented area gets colored. The coloring radiates from the centers of the scratches to their edges. Increasing this number will let the coloring overlap outside the edges of the scratches, decreasing it will make the color only apply to a smaller area in the center.

Dispersion: This parameter is used to turn on (or off) a percentage of the scratches. 1.0 turns on all the scratches, 0.5 turns on about half.

sample object: primitive sphere.

Splotch Texture

Type: Color.

This texture is a little complex to explain. It applies itself to an object as a random flow of numbers between 0 and 1.0 all over the surface of the object and allows you to map ranges of these numbers to a function that changes the "value" (full color to black) of the objects original color.

The number range, between 0.0 and 1.0 is divided up by the "T" parameters. The Values you want mapped are set with the "F" parameters. "Value", F1, maps itself between T1 and T2 so that at T1, the objects original color is at full (1.0) value, and at T2, the objects color is to F1 value. Then the texture flows so that from range T2 to T3 the value will go from F1 to F2, etc. The "value" numbers ("F" numbers) are adjust so that 1.0 means `original object color value`, 0.0 means `object color pushed to black', and 0.5 means `original color blended with 50% black.' - Good luck... I use it and like it for dirtying up things and making stone-like tiles.

Requester:

Size: This allows you to scale the size of the splotches.

F1 through F7: Parameters for setting color "Values."

T1 through T8: Parameters for setting associated ranges.

sample obj: primitive sphere

StainGls (Stained Glass) Texture

Type: Color, Filter, Bump.

The idea of this texture is to create the stained glass look of random bits of different colored glass separated by leading (led-ing). The texture is designed so that a shadow casting light source will cast multi-colored shadows after passing through an object with this texture on it. This texture can also apply a bump to the pieces of glass. The texture takes three colors, two of which are used to interpolate colors for the bits of glass, and one for the color of the lead.

Requester:

Scale Adjust: This parameter adjusts the size of the glass bits. It can only be scaled as a whole.

Colors 1 and 2: These color parameters set up the range for the glass colors. The defaults are set to red and blue, so the pieces that are produced range from reds to violets to blues. Either or both of these can be set to a negative value in which case they will get their values from the colors already on the object.

Bump Adjust: The surface of the glass bits can be given a random surface bump. This parameter allows you to adjust just how deep this pump appears.

Leading Width: This parameter allows you to adjust how wide the lead between the pieces of glass are. A value of 0.0 will make the lines disappear, and a value of 1.0 will cause the lead to completely cover the surface.

Leading Color: These color parameters are used to set the color of the leading. If you use a negative value for any of the parameters, this color will be taken from the color(s) already on the object.

Bump Velocity: This parameter can be used to adjust the size of the bump mapping on the glass.

Transparency: These parameters allow you to set the overall transparency of the glass bits.

sample object: primitive sphere.

Statue Texture

Type: Color, Bump.

Statue is a surface texture that applies random shaped swatches that look like flakes of the surface have worn away. The texture can also apply color to the areas that have are gone, perhaps giving the object a more weathered look. The shapes of the bumps can be controlled by changing the size of the texture or by using the two noise functions to disturb or smooth out the original shapes.

Requester:

X, Y, and Z Sizes: These parameters are used to scale the texture, and by scaling in only one axis direction, you can stretch the surface pattern in that direction.

Noise 1 and 2: These are the noise functions used to alter the randomness of the surface texture. The magnitude value adjusts how much to alter the shapes of the chipped out areas, and the velocity value adjusts whether the noise is applied in a fast and jerky or slow and gradual manner.

Bump Adjust: This parameter adjusts the apparent steepness of the edges of the worn away area.

Top and Bottom Clip: Bottom clip adjusts the spacing between the chipped out areas. The top clip adjusts how much of the middle of the chipped out area is flat. The difference between these two determines how wide the sloped areas will be.

Bump Color: This is the color that can be added to the center of the chipped out areas. As a default the red value is negative which shuts of the addition of color.

Color Clip: When color is added, this parameter determines how far out from the center of the chipped out areas the color will go.

Dispersion: This parameter tells what percentage of the chipped out spots should be added. 0.5 will apply about half of the total possible chipped out spots.

sample object: primitive sphere

WormVein Texture

Type: Color, Reflect, Filter, Bump.

This ones cool. This texture applies wandering worm-like things to the surface of the object. The worms can be color and/or bump mapped onto the object and is scale-able in all 3 texture axes directions independently. This scaling allow you to squish the texture until it looks like the veining is oriented in a certain direction. The bump mapping allows you to apply raised, flat, or indented veins, and the color/reflect/filter values allow you to color the veins. Negative values in color/ref/filt will cause those aspects of this texture to be ignored. The texture also has a V1 and V2 parameters that are an attempt to make the vein width adjustable, but wide ranges don't map very well.

Requester:

X, Y, and Z Sizes: These parameters are used to scale this texture. By scaling any of these up in a particular axis direction, you can get the veins to line up towards a certain direction.

V1 and V2: Together, the difference between these parameters determines the width of the veins.

Color/Reflect/Filter: These parameters set the attributes of the veins. A negative value in any of these parameters will tell the texture to take that particular attribute from what is already on the object.

Bump Adjust: This adjusts the apparent height (or depth if you use a negative value) of the veins on the surface of the object.

sample obj: primitive sphere

Wrinkle Texture

Type: Color, Reflect, Bump.

This texture is a bump noise type that, through scaling and noise functions, applies itself in wiggly lines across the object. The texture also has the ability to apply a semi-controlled, random color pattern to the object that follows the same patterns as the bumps. The applied color is interpolated from somewhere between two colors that you set up.

Requester:

X, Y, and Z sizes: These parameters are used to scale the size of the wrinkles and, scaled independently, can be used to alter the shape and alignment of the wrinkles.

Noise 1 and 2: These are the noise functions used to alter the randomness of the bump patterns. The magnitude value adjusts how much to alter the shapes of the bumpy areas, and the velocity value adjusts whether the noise is applied in a fast and jerky or slow and gradual manner.

Bump Adjust: This parameter adjust the apparent height (or depth depending on your perspective) of the wrinkles.

Colors 1 and 2: These two color settings can be used to apply a random coloring to the object which will follow the same basic patterns as the wrinkles.

sample object: primitive plane

Zooloo Texture

Type: Color, Bump.

This texture applies (sort-of) stripe shaped, random splotches of color to an object. The scaling in X, Y, and Z give the splotches their stripe-like look. The amount of noise can be varied in all the texture axis directions to disturb the shapes of the splotches, and the size, color, and the surface orientation of the splotches can be altered to make the specularity play across them differently.

Requester:

X, Y, and Z Scale: These parameters are used to scale the texture, and they can also be use to stretch the shapes of the "spots" when adjusted independently.

Disturbance: This parameter adds noise to the shapes of the bumps. The higher this number, the more wiggly and un-round the spots will get.

Dispersion: This parameter will randomly turn off a portion of the spots. It can be used to determine how much of the surface is covered with spots.

Percent Colored: This parameter controls the size of the spots on an individual bases. Setting this to a smaller number will make the spots smaller.

Stripe Color/Reflect/Filter:These parameters set the attributes for the spots themselves. Setting any of these values to a negative number will make the texture take this particular attribute from that on the object already.

Angle Vary: This parameter is used to the surface orientation of the spots themselves. The higher this value, the higher the possible angle difference could be from that the object originally had.

sample object: primitive sphere

2D Textures:

BathTile Texture

Type: Color, Bump.

This texture applies itself only on an X-Y plane (the texture's Z axis must be coming out of the planes surface for it to be effective). The texture allows you to control the spacing between tiles, the width of the flat area between tiles, you can stagger the tiles like bricks, and you can apply the tile texture in a checkerboard pattern. The texture also allows you to color the grout, but you can turn the grout coloring off by setting any of the color params to a negative number.

Note: The bevel width and grout width parameters are based on a 1.0 x 1.0 tile size (regardless of the X and Y size settings). experimentation is the best way to find out how these work. For example, a bevel width of .25 and grout width of 0.0 will give no flat spots between the tiles and the bevel will reach 1/4th of the way across the tile's face.

Requester:

X and Y Size: These parameters are used to scale the tile. By setting these to non-equal numbers, you can get tiles that are shaped more like bricks.

Bevel Width: This parameter represents what fractional part of the tile surface will be beveled.

Bevel Slope Adjust: This adjusts the apparent steepness of the bevel on the tile.

Grout Width: Grout width represents the width (again as a fraction of the tile size) of the spaces between the tiles.

Grout Color: These values will tell the texture what color to make the spaces between the tiles. A negative number in any of these parameters will turn off the addition of color.

Bevel Smooth: This parameter controls the shape of the bevels. Setting it to 1.0 will smooth the tile's bevels.

Stagger Adjust: This parameter will stagger every other row of tile by some fractional part of the tile width. A value of 0.5 will stagger the tiles so that they are stacked like bricks.

Apply As Checks: Any positive value in this parameter will turn off the texture over every other tile so that the tiles get applied in a checker-board pattern.

sample obj: primitive plane with Z axis perpendicular to surface. (or ground)

Shingles Texture

Type: Bump.

This texture applies a bump map to an object that sort of emulates the shape of roofing shingles. This texture only works in 2D so apply it to a plane with the Z axis coming out of the surface, and the Y axis pointing towards the peak of the roof.

Requester:

X, Y, and Z Sizes: These parameters are used to scale this texture. Scaling any of these independently can stretch the shingles in that particular direction.

Shingle Ht and Width : These parameters set the height and bottom edge width of the shingles as a fraction of the total size that a shingle and it's bevels take up.

Face Slope Adjust: This parameter lets you adjust how much the face of each shingle looks like it is sloped from perpendicular to the surface on which the texture is applied.

Bottom, Left, and Right Edge Slope: These parameters adjust the apparent steepness of the bevels on the shingles.

Stagger Adjust: This parameter can be used to stagger every other row of shingles. This parameter defaults to a value of 0.5 which stacks the tiles like a brick wall.

Slope Variance: This parameter adds some randomness to the directions that the faces an bevels face on the shingles.

Shingle Size Vary: This can be used to add some randomness to the sizes of the shingles.

Apply As Checks: By entering any positive number in this parameter, you can tell this texture to only apply every other shingle.

sample object: primitive plane with Z axis perpendicular to it's surface.

TriChex (Triangle Checks) Texture

Type: Color, Reflect, Filter, Bump.

This is another checkerboard texture, but this one applies itself based on a triangular pattern. The checks are independently scaleable in all the texture axis directions. A base color can be set (or turned off), and the base color can be varied independently in all three colors as well as a whole. The reflectance and transparency of each check can be randomized and the apparent surface orientation of each check can also be altered.

Requester:

X and Y Size: These parameters can be used to scale the checks, and each can be scaled independently to change the shapes of the triangles.

Color: These are the parameters that set up the base color for the texture.

Red/Green/Blue Vary: These Parameters tell the texture how much it can randomly alter each of the color values set in the base color.

Color 'Value' Vary: Color "Value" tells you how far from black a color is. By changing this parameter, you can randomly alter the value of each check the texture makes.

Reflect/Filter Level Vary: These parameters are use to randomly alter the reflectivity and transparency of triangles in this texture.

Plate Angle Vary: This parameter can be used to randomly alter the direction of the surface of each check in this texture.

Apply as Checks: Any positive number in this parameter will tell TriChex to apply itself in every other triangle position (like a Chinese checker board).

sample object: primitive plane with Z axis pointing out of the plane's surface.

TriTile Texture

Type: Color, Bump.

This texture is just like Bathroom Tile except that it applies itself as triangle shaped tiles.

Requester:

X and Y Size: These parameters are used to scale the tile. By setting these to non-equal numbers, you can change the shapes of the triangles that make up the tile.

Bevel Width: This parameter represents what fractional part of the tile surface will be beveled.

Bevel Slope Adjust: This adjusts the apparent steepness of the bevel on the tile.

Grout Width: Grout width represents the width (again as a fraction of the tile size) of the spaces between the tiles.

Grout Color: These values will tell the texture what color to make the spaces between the tiles. A negative number in any of these parameters will turn off the addition of color.

Apply As Checks: Any positive value in this parameter will turn off the texture over every other tile so that the tiles get applied in a Chinese checker-board pattern.

sample object: primitive plane with Z axis pointing out of the plane's surface.

Weave Texture

Type: Color, Reflect, Filter, Bump.

This texture applies both bump mapping and colors to an object to make a weaved pattern like you would find in lawn chair webbing. The width of the strips in the weave can be adjusted as can the vertical and horizontal striping color. The amount of bump can also be altered from totally removing the bumps to making them appear very bumpy. Negative bump values look kind of fakey because they put the specular spots in the wrong positions.

Requester:

X and Y Size: These parameters are used to scale the texture in X, and Y. The texture can be stretched by scaling in only one direction.

Stripe Width: This parameter allows you to set the width of the stripes in this texture as a fraction of the X/Y Size values.

Noise 1 and 2: These are the noise functions used to add randomness to the weaved pattern. The magnitude value adjusts how much to alter the shapes of the stripes, and the velocity value adjusts whether the noise is applied in a fast and jerky or slow and gradual manner.

Bump Adjust: This parameter adjusts the apparent height of the stripes as they weave under and over each other.

Horiz and Vert Stripe Colors: These parameters allow you to set the colors of the stripes. If you enter a negative value for any of these parameters, the color for that stripe will be taken from the colors already on the object.

Stripe Reflect/Filter: These parameters can be set to alter the reflectivity or transparency where the stripes fall. Negative values in any of these parameters will not alter the filter/reflectivity already on the object.

sample object: primitive plane with Z axis perpendicular to it's surface.

Specific Primitive Textures:

Checks Family:

Type: Color, Reflect, Filter, Bump.

These are just some more checkerboard textures, but these go further than the older one(s). The checks are independently scaleable in all relevant directions. A base color can be set (or turned off), and the base color can be varied independently in all three colors (R, G, or B) as well as a whole. The reflectance and transparency of each check can be randomized and the apparent surface orientation of each check can also be altered.

Requesters: All Checker textures use the following parameters - any deviation from this is listed under the individual texture.

Color: These parameters set the base color for this texture.

Red/Green/Blue Vary: These parameters tell the texture how much it may randomly alter each part of the base color.

Color "Value" Vary: This parameter lets this texture randomly push the check colors closer to black (to change the color's value).

Reflect/Filter Level Vary: These parameters allow you to control how much the texture can randomly alter the reflectance and/or transparency of the checks.

Plate Angle Vary: The orientation of each check may be randomly altered, and this parameter controls how much they can change from check to check.

Apply as Checks: Any positive value in this parameter will tell this texture to only apply itself to every other check on the surface. This does checker board patterns.

RectChex (Rectangular Checks) Texture

This texture applies itself best to rectangular objects. The position of the checks as they go up the Y axis can be staggered so that the checks can be stacked as bricks, and the texture may be applied as boxes all over or as a checker-board.

Requester:

X, Y, and Z Sizes: These are the parameters used to scale this texture. Any of these can be scaled independently in any direction to stretch or change the shape of the checks.

Stagger Adjust: This parameter will stagger every other row of checks by some fractional amount of the check width. Setting it to 0.5 will stack the checks like bricks along the Y axis.

sample object: primitive plane

RadCheks (Radial Checks) Texture

This texture applies a checker pattern in a radial pattern, out from the center of the texture axis. This can be used for applying checks to a ball or to a tube, and if applied to a plane with the Z axis coming out of the front, will radiate checks from the center. By setting the Z size of this texture to something larger than your object, and applying it to a sphere, you can do a beach-ball type of texture.

Requester:

Radial Scale: This parameter allows you to scale the texture's size as it radiates out from the axis center.

Z Scale: This parameter allows you to scale the texture's size as it moves up the Z axis.

Sweep Divisions: This parameter allows you to scale the texture's size as it sweeps around the Z axis.

sample object: primitive sphere

SprlChex (Spiral Checks) Texture

This texture will do barber pole-like stripes, and will do a checker pattern the same way. You have to be careful using this texture, because it is sensitive to the position of it's texture axis relative to the object. The spirals travel up and around the Z axis, and the axis must be positioned above or below the object to avoid getting a change of direction in the spirals. Apply the texture to a tube, and move the texture axis a ways below the object to get rid of any discontinuities in the pattern.

Requester:

Radial Scale: This parameter allows you to scale the texture's size as it radiates out from the axis center.

Z Scale: This parameter allows you to scale the texture's size as it moves up the Z axis.

Sweep Divisions: This parameter allows you to scale the texture's size as it sweeps around the Z axis.

sample object: primitive tube.

DeathStar Family:

Type: Color, Reflect, Filter, Bump.

Coolness - These textures applies a random pattern of beveled, dirty tiles to an object. Color can be added to the bevels and dirt or rust can be added to the corners of the tiles. The first texture, Death Star, applies itself best to flat or cubic objects, the second, Radial Death Star, applies best to tubular or spherical objects. The bump mapping can be turned off, and by adding only color you can do a printed circuit board type look.

Requester:

X,Y, and Z Eccentricity Adj: These sets the amount of scaling difference in tiles that are affected by an eccentricity factor an a particular axis. - Its a little tough to explain - just play with it.

Bevel Width Adjust: This parameter sets the width of the bevels (lines) between the tiles.

Bump Adjust: This adjusts the apparent steepness of the bevels between the tiles. 0.0 will make the bevels flat.

Red/Green/Blue Bevel Color: The bevels on this texture can be colored. These parameters allow you to set this color. A negative value in any of these will turn the application of color to the bevels off.

Bevel Reflect/Filter: These let you explicitly set the reflectance or transparency of the bevels. Negative values in any of these will tell the texture to just use the values already on the object. Try this texture on a fully transparent object with this filter value set to 0.0.

Bevel Dirt/Rust: These parameters let you dirty up the corners of the tiles. The value you put in here sets the approximate size of the dirt spot. If you apply both dirt and rust, it may look best to keep the rust size smaller than the dirt size.

DethStar (Death Star) Texture

Requester:

X, Y, and Z Sizes: These allow scaling of the texture. By adjusting them independently, you can stretch the tiles in any particular axis.

sample object: primitive plane.

RdDthStr (Radial Death Star) Texture

Requester:

Z Scale Adj: This scales the tiles in the Z direction.

Radial Scale Adjust: This parameter adjust the size of the tiles as they radiate out from the texture axis.

Sweep Divs: This adjust the size of the tiles as they sweep around the Z axis. Integer values look best, but aren't necessary.

sample object: primitive sphere.

DirtTile Texture

Type: Color, Bump.

This is another square tile texture. This one has dirt between the tiles and it applies itself in a full 3 dimensions. if We are gonna keep this, I'll have to finish it up - I could probably come up with quite a few adjustments the user can make.

Requester: not done... FIX THIS THING NNNNNN

sample object: primitive plane

Plaid Texture

Type: Color.

This texture is ... well ... its plaid.

The texture lets you set up 3 colors for your plaid, and has a few adjustments for adding noise, staggering the rows of pattern as the texture goes up the Y axis, and the ability to apply it in a checkerboard pattern.

Requester:

X, Y, and Z Sizes: These parameters allow scaling of the texture. Scaling any of these independently will change the shape of the plaid pattern by stretching the pattern.

Colors 1, 2, and 3: These are the three colors for the pattern. Setting any of the values to a negative number will tell the texture to get this particular color from the object's base color.

Noise Magnitude and Velocity: These allow you to disturb the straight line in the plaid pattern. This way the texture may look more like crumpled cloth.

Stagger Adjust: This allow you to stagger every other row of this texture as it applies itself in Y. A value if 0.5 will stagger the texture in a pattern like bricks (plaid bricks? - Why not).

Apply as Checks: Any positive value in this parameter will turn off every other "check" of the plaid pattern so that you can do ... well... plaid checks...

sample object: primitive plane

Window Family:

Type: Color, Reflect, Filter.

These Three Textures, RectWindow, RadWind, and TubeWind, are used to put a lot of little, randomly spaced, randomly lit windows on different objects. This is for doing buildings or space ships, or anything that needs a lot of little symmetric looking, rectangular holes punched in it. By using the Low/Hi Threshold values carefully, and reapplying the same texture, you can get a building with any particular portion of the windows turned on, and have the rest look as if there is no light inside.

How to do a ball with lights on the inside of it: Add a primitive sphere. Scale that sphere down just a little bit (.98), leave it white, and make it bright. Add a second sphere, and don't scale it. Make it some other color (like red), and give it a good specular spot (white) and some hardness (100). Now you have a bright, white sphere inside of another sphere that isn't bright. Apply RadWind to the outer sphere, accept the defaults, and do a quick render with your light source at about a 60 degree horizontal angle. You should get a sphere with windows spread randomly over the surface -- notice that the windows on the dark side of the sphere are still lit up (due to the bright object inside). The transparency value of 1.0 in the default RadWind requester sets the transparency of all the windows to fully transparent so you see the bright object on the inside. Setting this to a lesser value (0.5 -> 0.0) would allow you to see the color adding effects that this texture has. Two colors can be selected, and the color of each window will be randomly interpolated from these.

Requester:

Low/Hi Threshold: These textures will totally cover objects with windows. These parameters allow you to control what fractional part of the windows, and which portion of the windows are turned on. The difference between these values tells you what fractional part of all the windows will be turned on, the actual values determine which windows are turned 'on'.

Min/Max Spacing: These parameters are used to set the size of the space (frame) between each of the windows. By having these set to non-equal numbers, the spacing between the windows will be set randomly between the values you selected.

Transparency: This parameter sets the transparency of the windows. The Window textures can add just colored windows to an object, or they can add transparent spots where you can see into the inside of the object. A negative value in any of these will tell the texture to use the colors that are already on the object. A negative value will tell the texture not to modify the transparency the object already has.

Colors 1 and 2: These two parameters let you set up a color range from which the colors of the windows are randomly interpolated.

Reflect Adj: This parameter can be used to set the reflectance of the windows. A negative value will tell the texture not to modify the reflectance the object already has.

RadWind (Radial Windows) Texture

RadWind is specifically designed to apply properly to spherical objects.

Requester:

Radial Scaling: This parameter adjust the window scaling as the windows radiate out from the texture axis.

Z Scaling: This parameter adjusts the window scaling in the Z direction.

Sweep Division Adjust: This parameter adjusts the window scaling as they sweep around the Z axis. Integer values work best for this.

sample object: primitive sphere.

RectWind (Rectangle Windows) Texture

RectWind is specifically designed to apply properly to flat/cubic objects.

Requester:

X, Y, and Z Sizes: These parameters control the window scaling in each axis independently. Adjusting them separately will allow you to stretch the window shapes.

sample object: primitive plane extruded 100 units in Y.

TubeWind (Tube Windows) Texture

TubeWind is specifically designed to apply properly to cylindrical objects.

Requester:

Radial Scaling: This parameter adjust the window scaling as the windows radiate out from the Z axis.

Z Scaling: This parameter adjusts the window scaling in the Z direction.

Sweep Division Adjust: This parameter adjusts the window scaling as they sweep around the Z axis. Integer values work best for this.

sample object: primitive tube.

Specific Application Textures:

Antique (with Altitude Map) Texture

Type: Color, Reflect, Filter.

The idea behind Antique is this: I wanted to take an object with an altitude brush map on it and make it look like it had gotten dirty (or antiqued) in the non-raised parts. This texture does this by keying off the red color already applied on an object, and this combined with a noise function helps in the dirtying up effect.

To get this texture to work, first apply a brush as an altitude map and then as a color map. Now apply Antique (this texture) to the object and set the color, reflect, and filter values to the attributes you want (also set the specularity and hardness in the object attributes). When rendered, the color brush will be replaced with the colors you set in the requester, and the low parts of the altitude map should be pushed towards black. Try this with the attributes of brass or copper in the requester and do a full trace with some objects to reflect - it's very effective.

Requester:

Color/Filter/Reflect: These parameters set the attributes which will be applied to the object in place of the colors already on it. This is not the attributes of the antiquing itself. The antiquing will be these attributes pushed to wards black with no reflectance. Using negative values in any of these will tell the texture not to modify this particular attribute.

Noise Magnitude and Velocity: These parameters add some noise to the application of the antiquing. The only way to turn off the effect of the noise is to set the Magnitude value to 0.0. Note: (1,25) is a good noise mag/vel pair.

sample object: primitive plane with brush applied as both an altitude map and a color map

CndyAppl (Candy Apple) Texture

Type: Color.

This texture applies a candy apply type of finish to an object. The way it works is that as the angle between the incident light ray and the surface normal gets bigger (as the surface starts to point away from the camera), the value of the object color gets pushed closer to black. The effect is subtle, but it adds a warm tone to the object.

Requester: There are no adjustable values in this.

sample object: primitive sphere.

CoolFir Texture

Type: Color, Reflect, Filter.

This texture is similar to the old Linear texture in that it does a color fade along the Z axis from the object color at the bottom (negative Z) to the texture color at the top (positive Z). This difference between this texture and linear is that this one is scaled and moved by moving the texture axis and this texture also has a noise function that lets you alter the fade from a smooth color change to something that looks like a poor spraypaint job to something more like whispy, curly fire.

Requester:

Color/Filter/Reflect: These are used to set the attributes of the positive Z part of this texture. Negative values will turn off the application of any particular attribute.

Noise Magnitude and Velocity: This noise function disturbs the transition area of the texture. The magnitude parameter sets how much to disturb it, and the velocity tells the noise function whether the disturbance is fast and jerky, or slow and sweeping.

sample object: primitive sphere.

FireBall Texture

Type: Color, Reflect, Filter.

This texture was originally an attempt at using a texture to do fire - as it turns out, it has a lot more potential than just that. Remember: The only place you will see this texture is where it intersects a surface - it does not, on it's own, occupy space. The texture applies itself as a sphere that can fade from one color at it's center to a second color at it's periphery. Applying it to a plane, you can see the color fade - applying it to a sphere, you will get a uniform color all over the sphere (unless you add some noise - which may well be the effect your after.) Any of the color/reflect/filter params can be set negative, in which case, the values will be taken from the object's original attributes.

To do fire: create a candle flame shaped object. Apply the texture and select "Edit Axis" from the texture requester. move the center of the texture axis to the base of your flame. Now scale the texture axis until one of texture axes extends beyond the top of your object. In the texture requester, set the noise to 0.3 and the "Filter 2" param to 1.0. Make the object bright.

I've used this texture to airbrush certain areas on an object, to do burn marks, to create nebulous masses, and to do solar corona effects.

Requester:

Color/Reflect/Filter 1: These parameters set the attributes of the central part of the texture.

Color/Reflect/Filter 2: These parameters set the attributes of the peripheral area of the texture.

Noise: This parameter can be used to add some noise to this textures transition area. A good value is about 0.4.

note: FireBall uses texture axis to scale - texture bounding box gives approximate size, shape, and orientation of the central attributes.

sample object: primitive plane.

GasGiant Texture

Type: Color, Filter.

This texture applies rings of color to an object that, when viewed from the X-Y plane, makes stripes on an object, and when viewed down the Z axis will do rings. The texture has a noise function to disturb the straight banding that appears in this texture. By carefully selecting base colors for this texture, you can create planets similar to Saturn, Jupiter, Uranus, or even Rigel 12. By applying this texture carefully to a disk, you can create the rings that go around the planets complete with spaces between the rings:

Creating a planet that looks a bit like Saturn: Add a primitive sphere. leave the spheres attributes as-is, and apply GasGiant to the sphere. Add a primitive disk to the scene, and using Transform, rotate it's axis by 90 degrees around X (so that the objects Z axis will now point out of the surface). Scale this disk to 2.3 times it's original size, and rotate it 90 degrees about it's X axis so it is oriented properly around the sphere (the planet). Changes the disks filter attribute to 255, 255, 255, and apply GasGiant to the disk. Make the following modifications to the GasGiant texture on the disk: Set the Minimum Ring Radius to 60 and the Maximum to 115. Set the Filter Adjust to 1.0. Set either the Noise Magnitude or the Noise Velocity to 0.0. There it is. If the bands on the planet look too stormy, adjust the noise values so they don't add as much disturbance as they do. If the colors aren't quite right, adjust the two base colors in the texture to two that better represent the color range you're looking for. If there is too many bands in the rings around the planet, change the Banding Width Adjust to a larger number to get fewer, but wider rings.

Requester:

Minimum/Maximum Ring Radius: This texture has a specific region over which it applies itself. This region is defined as being within a certain radial range from the texture axis. Outside of this region, the texture does nothing. At the edges of this region, the texture fades to fully filtered. Within the center of this region is where this texture does it's thing. These parameters set up this range.

Colors 1 and 2: These parameters set up two colors from which all the colors used in the banding are randomly interpolated.

Banding Width Adjust: This parameter is used to adjust the approximate width of the color bands in this texture.

Filter Adjust: This texture allows for bands of filtered out areas along with the color banding. This parameter sets how far towards fully transparent these filtered bands can get.

Noise Magnitude and Velocity: This noise function allows you to make the bands look as smooth or stormy as you want. The magnitude controls how much disturbance is added. The velocity parameter controls how fast that noise changes.

sample object: primitive sphere.

HrdStrip (Hard Stripes) Texture

Type: Color, Reflect, Filter.

This texture applies Stripes to an object. The idea is for adding like racing stripes, etc. The requester has room for three stripes. The texture, if applied to a plane, needs the Z axis coming out of the surface.

Note: You can get some hint about how the stripes will be applied by looking at the texture's axis (use Edit Axis). The bounding box is approximately the height of the three stripes that are defaults in this texture (the axis size doesn't change when you change the stripe sizes nor vice versa).

Requester:

Stripe 1 and 2 Spacing and Width: The Width of, and Space between, each stripe is set with the first 5 parameters in the requester.

Stripe 1, 2, and 3 Colors: Each of the three stripes then gets it's own color settings. Any of these can be set to -1 to turn the stripe off.

Stripe Reflect/Filter: Finally, all three stripes share reflect and transparency (filter) values.

sample object: primitive plane with Z axis perpendicular to it's surface.

Iris Texture

Type: Color.

This texture was specifically designed to do the colors of an iris in an eyeball. The texture is applied to a black disk with it's Z axis coming out of it's surface. It has four colors that can be set. Two of the colors are used as base colors from which a range of colors is interpolated to get the rays of coloring that go from the pupil to the edge of the iris. One of the other colors is for the band of color around the pupil, and the last is for the band of color around the outer edge of the iris. A noise function is also included to give the color banding a more non-uniform look.

How it works: Add a primitive disk, and use Transform to rotate the disk's axis by 90 degrees around the X axis. Change the color of the disk to 0,0,0 (black) and apply Iris (the texture) to the disk. Accept the defaults in the requester. It's that easy.

Requester:

Inner/Outer Radius: These parameters set the size of the Iris texture. The inner radius is the radius of the pupil, and the outer radius is the radius of the outer edge of the iris.

Iris Color 1 and 2: These colors are used to set up two colors that the texture will randomly interpolate between to come up with colors for the iris. A negative value in any of these parameters will tell the texture to use the color(s) already on the object.

Inner Color: These color values set up the color of the edge of the iris near the pupil. A negative value in any of these parameters will tell the texture to use the color(s) already on the object.

Outer Color: These color values set up the color of the outer edge of the iris. A negative value in any of these parameters will tell the texture to use the color(s) already on the object.

Noise Magnitude and Velocity: These parameters add some noise to the area of the iris that just uses the iris colors.

sample object: primitive disk with Z axis perpendicular to it's surface.

LensFlar (Lens Flare) Texture

Type: Filter.

Lens Flare is designed to emulate the flaring effect that light sources sometimes have on cameras. The texture is applied to a flat surface with it's Z axis pointing out of the surface, and it adjusts the transparency of the object so that four separate shapes appear, a flare, a ring, an eight pointed star, and a four pointed star. The size and density (intensity) of each shape can be adjusted. The colors already on the object show up as the color of the star. For example, apply FireBall texture so that the center of a disk is white, and the edges are purple, and the flare will fade from white at the center to purple at the edges.

Requester:

Flare Radius: This is the size of the inner flare. Flare Inten (0..1): This adjusts how intense the flare is - how non-transparent. Ring Radius adj: This adjusts the size of the ring around the flare. Ring Select(1,2,3..): This can be used to adjust the radius of the ring, but where Ring Radius Adj changes the thickness of the rings, this won't. Ring Inten (0..1): This adjusts how intense the ring is - how non-transparent. Star 1 Max Radius: This sets the size of the eight pointed star. star 1 Inten (0..1):This adjusts how intense the eight pointed star is - how non-transparent. Star 2 Max Radius: This sets the size of the four pointed star. star 2 Inten (0..1):This adjusts how intense the four pointed star is - how non-transparent.

Notes: If you use fireball to paint the Flare object, remember to set the filter adjust numbers to -1.0 so that FireBall doesn't re-affect the filtering set up by LensFlare.

Sample object: primitive disk with Z axis perpendicular to surface.

Metals Texture

Type: Color, Reflect, Bump.

This texture was put together so I could have consistent and pre-packaged metallic textures. The requester lets you pick from 6 metal looks (Gold, Brass, Copper, Chrome, Silver, and Aluminum), and 6 finishes (Smooth, Bumpy, Peened, Scratched, Pebbled, and Crumpled). It also lets you set how highly polished (how reflective) the object is or (if you use an antiquable texture) how much antiquing is used. As a default, the texture sets the object to be highly reflective. The Requester doesn't give any hints to this, but the textures can be scaled be changing the size of the texture axis.

Requester: Metal Number Enter the number of the requested metal - the numbers are explained on the requester itself.

Dull/Polished: This parameter turns the reflectivity of the metals down/up.

Finish: Enter the number of the surface texture you want to use - The numbers are explained on the requester itself.

Antique: This parameter adds antiquing to metals with bumpy finishes on them.

sample object: primitive sphere

MntnTop (Mountain Tops) Texture

Type: Color, Reflect, Filter.

This texture is similar to the old Linear texture in that it does a transition from the object attributes (in negative Z texture axis) to the attributes which are set in the MntnTop Texture requester (in positive Z texture axis). The main difference between this and the old Linear is that this texture has a user controllable noise function and the transition width as well as the position are set by moving/scaling the texture axis.

Note: This texture can be reapplied several times, at different positions and with different colors and eventually fade to transparent to get an interesting wall of fire look.

Requester:

Color/Filter/Reflect: These are used to set the attributes of the positive Z part of this texture. Negative values will turn off the application of any particular attribute.

Noise Magnitude and Velocity: This noise function disturbs the transition area of the texture. The magnitude parameter sets how much to disturb it, and the velocity tells the noise function whether the disturbance is fast and jerky, or slow and sweeping.

sample object: primitive sphere.

SftStrip (Soft Stripes) Texture

Type: Color, Reflect, Filter.

This texture applies soft edge stripes to an object. The idea is for adding stripes that can look like a soft spray painted line or even like neon-type stripes on an object. The requester has room for three stripes. The texture, if applied to a plane, needs the Z axis coming out of the surface.

Note: You can get some hint about how the stripes will be applied by looking at the texture's axis (use Edit Axis). The bounding box is approximately the height of the three stripes that are defaults in this texture (the axis size doesn't change when you change the stripe sizes nor vice versa).

Doing Neon or Phasor-like beams: Add a primitive plane, and change the default attributes to make the plane bright and fully transparent (filter = 255, 255, 255). Using transform, rotate the plane's axis by 90 degrees around the X axis (so that the Z axis points out of the plane's surface). Apply SftStrip to the plane. Make the following changes to the texture: Set Stripe 1 and Stripe 3 Width to 0.0. Set Stripe Filter to 0.0. Now render the plane, and you should get a green neon stripe in your picture.

Requester:

Stripe 1 and 2 Spacing and Width: The Width of, and Space between, each stripe is set with the first 5 parameters in the requester.

Stripe 1, 2, and 3 Colors: Each of the three stripes then gets it's own color settings. Any of these can be set to -1 to turn the stripe off.

Stripe Reflect/Filter: Finally, all three stripes share reflect and transparency (filter) values.

sample object: primitive plane with Z axis perpendicular to it's surface.

Transpar (Transparency) Texture

Type: Filter.

This texture works on a very simple idea - take all the colors on the surface of an object and convert them to filter values. This can be used on brush maps or on procedural color maps (textures). The transparency adjustment in the requester allows you to adjust the amount of transparency so that if you render an object that is made transparent, the colors will still look good. The texture can be used to put things that look like slides into a scene, and it can be used to create things that shadow casting light sources can interfere with.

Shadow casting example: Add a primitive sphere. Add a ground and move it below the sphere. Add the WormVein texture to the sphere and accept the defaults. Add Transpar texture to the sphere and accept the defaults. Add an axis to the scene and make sure its in the center of the sphere. On the axis, modify the attributes to make the axis a shadow casting light source. Now render this scene with the shadow casting light source being the only light source in the scene (in quickrender, click on "Don't Add Light Source"). The texture on the sphere will be cast as a colored shadow onto the ground.

Requester:

Transparency: This sets the transparency level of the resulting object. Fully transparent seems to mess up the looks of the colors when viewed directly. Setting this to a lower value (like 0.5) fixes this.

sample object: primitive plane with brush applied as color map

Venitian (Venitian Blinds) Texture

Type: Bump.

This Texture applies a bump map to an object that sort-of emulates a closed venitian blind. It could be used for siding on a house, or anything that needs textured stripes.

Requester:

Z Size: This param sets the vertical height of each slat in the blind.

Bump Adjust: This sets the apparent depth of the blind - can be set to negative to invert the bumps.

sample object: Plane with Y axis perpendicular to surface

Z Buffer Texture

Type: Color.

Z Buffer is a very specific use texture. This texture takes the Y position of a surface within a scene, and uses that to determine the color of the surface. This allows you to get depth information about object placement.

Requester:

Y1 and Y2: These are the front and back limits of this textures application (global coordinate values). Everything beyond these limits will be set to the texture color nearest.

Y1 and Y2 Color: These are the color values associated with the Y1 and Y2 coordinates. The color of any point on the object will be tweened from these.

sample object: primitive sphere.

FORMAT:

[name] Type:[Color,Filter,Reflect,Bump.]

[synopsis and overview of how texture works]

Requester:

[parameter type]: [description of what this (these) params do]

[parameter type]: [description of what this (these) params do] ...

sample object: [object type]

Space Filling Textures

Brushed Texture

Type: Color, Bump.

The Brushed texture tries to simulate the texture of a brushed aluminum. The texture allows you to change the size of the surface scratches, and to add color to the scratches for a more dirtied up look. This textures also has a user definable noise function, clipping values, and a dispersion parameter that can be used to alter the look of the brush. Requester:

X, Y, and Z Size: These parameters are used to adjust the size and shape of the individual scratches.

Noise 1 and 2: This noise function appears to mainly effect the placement and distribution of the scratches.

Bump Adjust: The Bump Adjust sets the apparent depth of the scratches.

Top/Bottom Clip: The top clip can be used to flatten out the centers of the scratches. The bottom clip, by changing the outer size of the scratches, change the spacing between scratches.

Bump Color: This color is applied to the center of the scratches and feathers out.

Color Clip (0..1.73): This determines how far the coloring feathers out.

Dispersion (0..1): Dispersion is used to turn off (or on) some fraction of the scratches. A value of .5 tells the texture to only apply 50% of the scratches it is capable of. sample object: primitive plane with Z axis perpendicular to surface

Concrete Texture

Type: Color, Bump.

This texture does something that looks a lot like concrete. It interleave three separate bump maps and maps a blended color pattern with the object's color. The texture has three separate colors (one for each bump map) that combine with the colors already on the object to give you a blend of four. The apparent bump height/depth can be turned off to give a color only effect, or, the colors can be shut off for a bump only texture.

Requester:

X, Y, and Z Size: These parameters are used to set the size and to control the shape of the general "grain" of the concrete.

Noise: This Noise can be used to more or less break up and mix the three separate bump maps.

Colors 1, 2, and 3: These are the colors that you can set for the three bump maps. Remember that these colors are combined with the colors already on the object.

Bump Adjust (-1..1): The parameter adjusts the apparent height/depth of the bumps on the object.

sample object: Primitive Sphere

Dirt Texture

Type: Color, Reflect, Filter.

This texture was made to generally dirty up objects so they won't look quite so perfect. Due to the way the noise function is applied, it can be used to do a splotchy, dusty look as well as a more even scattered dirt look. The texture's axis is used to scale the dirt particles (splotches), and by changing the position of the axes, you will get different dirt looks on objects with the same shape. Instead of applying the dirt as a color, you can also alter the object filter and reflect values - I guess this isn't really like dirt, but it is very cool.

Requester:

Noise 1 and 2: These parameters adjust the mixture and scattered look of the dirt. Setting them to 0,0,0,0 will give you an idea of the base pattern, and then adding in the noise will break up and scatter the pattern.

Dirt Intensity(0..1): This parameter adjusts how much of the original object's attributes will show through the dirt.

Dirt Color/Reflect/Filter: These are the attributes of the dirt particles.

Sample object: Primitive Sphere

DrtPaint (Dirt Paint) Texture

Type: Color, Reflect, Filter.

This texture works just like dirt, except that the intensity of the dirt application depends upon the attributes already on the objects. The intensity of the dirt is determined by the maximum intensity value set in the requester, and by how much a particular red attribute is turned 'on' on an object (this texture treats bright white the same as bright red). Using this texture in conjunction with brush maps or coloring textures can restrict the dirt to certain areas of objects. The texture can key off the amount of red in either color, reflect, or filter attributes. This way, you can apply the dirt on top of other surface attributes that may already be on the object. Note: when keying off the red color attribute, the color of the object can be replaced with the color typed into the texture's requester - when keying off of the filter or reflect red attribute, DrtPaint will automatically shut off all filtering or reflecting done on the object previously.

Requester:

Noise 1 and 2: These parameters adjust the mixture and scattered look of the dirt. Setting them to 0,0,0,0 will give you an idea of the base pattern, and then adding in the noise will break up and scatter the pattern.

Max Dirt Intensity(0..1): This parameter adjusts the maximum intensity of the dirt application on areas of the object that have the red color attribute turned full on.

Dirt Color/Reflect/Filter: These are the attributes of the dirt particles.

sample object: Primitive Sphere

Fakely Texture

Type: Color, Reflect, Filter.

This texture was inspired by the way light reflects in Oakley sunglasses. What it does is it puts one color on the parts of the object that face you, and a second color on the parts of the object that face 90 degrees away from you (the sides of the object). The texture can be set up to change the object's color, reflect, or filter attributes. The texture also has a threshold value that can be set to adjust where the color change occurs. This texture can be used to fake total internal reflection.

Requester:

Type Number: This determines what type of texture this is, a color texture, filter texture, or reflect texture.

Change Thresh (0..1): This parameter sets the place where the color changes from that set in the Front colors to the one in the Side colors. Setting it to 0.0 makes the object almost totally the front color. Setting it to 1.0 changes the whole object to the Side color.

Side/Front Red/Green/Blue: These set the colors for the surfaces perpendicular to and parallel to the camera.

Sample object: Primitive Sphere

FrogSkin Texture

Type: Color, Reflect, Filter.

This texture does a speckly, bumpy, spotted thing that looks a bit like the skin of a leopard frog. The texture itself only modifies the color of the spots and speckles, so the base color of the object still has to be set (light green looks good with the defaults). The size of the speckles is scaleable by editing the texture's axis, and the size of the spots can be set in the texture's requester. The color of the speckles and the spots can each be set, a bump can be added to the spots, and there is a noise function that alters the shape of the spots and the speckled pattern.

Requester:

X, Y, and Z Size: These parameters are used to set the size and to control the shape of the spots.

Noise 1 and 2: These parameters will change the pattern and shape of the speckles and spots. Setting them to 0,0,0,0 will give you an idea of the base pattern, and then adding in the noise will move and alter the pattern.

Bump Adjust: This parameter adjusts the apparent height of the spots.

Spot Size Adjust: This adjusts what fraction of the object's surface is covered by spot. This adjusts the size of the spots while keeping the positions the same.

Bump/Speckle Color: These set the colors of the spots and the speckles.

sample object: Primitive Sphere

Jersey Texture

Type: Color, Reflect, Filter.

Jersey colors an object with splotchy, random areas of color that are similar to those on a jersey cow. The texture alters the color of the object, but it can also modify the objects filter and reflect values. The texture can be scaled independently in each axis direction to change the shapes of the splotches. A threshold value determines what percentage of the object is covered with the splotches, and the texture has a noise function that can be used to alter the disturbance in the splotch shapes.

Requester:

X, Y, and Z Size: These parameters are used to set the size and to control the shape of the splotches.

Noise 1 and 2: These parameters will change the pattern and shape of the splotches. Setting them to 0,0,0,0 will give you an idea of the base pattern, and then adding in the noise will break up and scatter the pattern.

Color/Reflect/Filter: These color values allow you to change the attributes of the splotchy areas.

sample object: Primitive Sphere (or cow)

Marble Texture

Type: Color, Reflect, Filter.

Marble does something very similar to Splotch with varying levels of blended color that, when used on the right base object so the colors blend properly, looks a bit like marble. The pattern is similar to the pattern used in Splotch, but this texture offers a different level of control with the introduction of a noise function, and intensity control, color control, and a threshold parameter that controls what fraction of the object's surface is covered with the pattern. The texture can be scaled and positioned by editing the texture's axes.

Requester:

Noise 1 and 2: These parameters will change the pattern and shape of the marbling. Setting them to 0,0,0,0 will give you an idea of the base pattern, and then adding in the noise will break up and scatter the pattern.

Intensity: This parameter determines how much the original object colors are covered up by the marbled texture.

Grain Color: These color values allow you to change the color of the marbling.

Threshold: This parameter controls how much of the surface of the object will be covered by the marble grain. A small value will put a very small amount of graining on the object. A larger value will cover more of the surface with the marble grain.

sample object: Primitive Sphere

Terra Texture

Type: Color, Bump.

Terra is a texture that has two independent bump functions that can be combined to make something that looks like landforms. Each of the bump functions has a color associated with it and color blending can be used to allow the object color to come through. This texture has the usual axis scaling and noise functions that allow changing of the sizes and shapes of the bumps.

Requester:

Noise 1 and 2: These parameters will change the pattern and shape of the bump/color mapping. Setting them to 0,0,0,0 will give you an idea of the base pattern, and then adding in the noise will break up and scatter the pattern.

Color 1 Red/Green/Blue: These color settings set the color of the first of the two color/bump map areas. If blending is turned on, this color will dominate the center of the bumps and fade out to the object's color on the periphery.

Color 1 Bump (-1..1): This parameter sets the apparent height/depth of the bumps in the first bump/color mapping function.

Blend Color 1? (0/1): Setting this to 0.0 will turn off the color blending in the first bump/color/mapping function. Setting to one turns on the color blending.

Color 2 Red/Green/Blue: These color settings set the color of the second of the two color/bump map areas. If blending is turned on, this color will dominate the center of the bumps and fade out to the object's color on the periphery.

Color 2 Bump (-1..1): This parameter sets the apparent height/depth of the bumps in the second bump/color mapping function.

Blend Color 2? (0/1): Setting this to 0.0 will turn off the color blending in the second bump/color/mapping function. Setting to one turns on the color blending.

sample object: Dark Green Primitive Sphere

Two Dimensional Textures

Blast Texture

Type: Color, Reflect, Filter.

Blast is was created to do burn/blast marks from things like bullets or phasors. In this texture, the texture axis' bounding box actually bounds the area of effect of this texture. The blast is made of three colors, one that dominates the center of the blast and two that make up the lines that emanate from that central point.

Requester:

Radial Lines 1 and 2: These parameters set the colors of the lines that will be mixes and radiating out from the center of the texture.

Central Color: This is color that will dominate the center of the blast.

Radial Lines(2,4,8..): This adjustment lets you control the number of rays that radiate out from the center of the blast.

Radial Line Size Vary: This parameter controls how much the length varies between radial blast lines. Setting it to zero will make all the radial lines the same length.

Filter Adjust (0..1): This lets you set the transparency of the blast area. It can be used to do something like punching ragged looking holes in objects.

Noise: These Magnitude and Velocity parameters allow you to control the scattering of the color and the variance of the shape of the blast area.

sample object: primitive plane with Z axis perpendicular to surface

BmpBrnch (Bump Branches) Texture

Type: Color, Reflect, Filter, Bump.

BmpBrnch is a texture that draws soft-edged and bumped vein-like patterns that branch out from the center of the texture. This texture is related to Branches.itx and DancSprk.itx. The thickness of the branches is adjustable, a noise function can be used to make the texture less regular, and the color, filter, and reflect values can be set for the branches themselves.

Requester:

Branches (2,4,8...): This parameter controls how many branches emanate from the center of the texture.

Branch Width (0..1): Branch Width adjusts how wide the branches are. Setting this to 1.0 will leave almost no spaces between the branches.

Branch Clr/Ref/Flt: These parameters set the attributes of the branches.

Noise 1 and 2: These parameters will change the pattern and shape of the branches. Setting them to 0,0,0,0 will give you an idea of the base pattern, and then adding in the noise will break up, scatter and twist the pattern.

Bump Adjust (-1..1): This adjusts the apparent height/depth of the branches. Turning the coloring off and using this makes things that look like veins.

Note: apply this to a fully filtered, bright disk, set the texture colors to something bright, the filter to (0.0, 0.0, 0.0), and add a bit of noise to make something that looks like plasma sparks.

sample object: primitive disk with Z axis perpendicular to surface

Branches Texture

Type: Color, Reflect, Filter.

Branches draws hard-edged vein-like patterns that branch out from the center of the texture. The texture can be used to do the branches of a tree by applying it to a fully filtered disk. This way, you can build trees that look good as background objects without needing the number of triangles necessary to build actual tree objects. Branches is related to BmpBrnch.itx and DancSprk.itx. The thickness of the branches is adjustable, a noise function can be used to make the texture less regular, and the color, filter, and reflect values can be set for the branches themselves. This texture's size and position are controlled by changing the texture axis.

Requester:

Branch Width (0..1): Branch Width adjusts how wide the branches are. Setting this to 1.0 will leave almost no spaces between the branches. Small values in here look best for tree-like branches.

Branch Clr/Ref/Flt: These parameters set the attributes of the branches.

Noise 1 and 2: These parameters will change the pattern and shape of the branches. Setting them to 0,0,0,0 will give you an idea of the base pattern, and then adding in the noise will break up, scatter and twist the pattern.

Branches (2,4,8...): This parameter controls how many branches emanate from the center of the texture. Any Value can be used, but by using powers of 2, the branches stay intact across quadrant boundaries.

sample object: primitive disk with Z axis perpendicular to surface

Stamped (Stamped Plate) Texture

Type: Color, Reflect, Filter, Bump.

This texture does something like the texture of the stamped steel plate that is sometimes used as flooring in steel cat walks or stairs. This texture is basically a derivative of BathTile.itx, so it uses the same nomenclature (i.e. "Grout" is the spaces between the tiles or bumps...). The texture can be scaled independently in all three axes, and the color/reflect/filter of the areas between the bumps can be set.

Requester:

X, Y, and Z Size: These parameters are used to set the size and to control the shape of the stamped pattern.

Bevel Width: This parameter controls the width of the bevel on each of the stamped blocks.

Bevel Slope Adj: This is a bump adjustment that controls the apparent height and slope of the bevels on the stamped blocks.

Grout Width: This parameter sets the amount of space between the stamped blocks.

Grout Color: These color values set the color attributes of the areas between the stamped blocks.

Bevel Smooth (0..1): This parameter controls some smoothing that can be done on the edges of the stamped blocks.

Grout Reflct/Filter: These allow adjustment of the filter and reflect attributes of the areas between the stamped blocks.

Stagger Adjust: This can be used to stagger the blocks in a brick-like pattern. I don't know of any use for it, but left it in anyway.

Apply As Checks: This parameter will shut off every other of the bricks. This leaves all the remaining blocks oriented the same way.

sample object: primitive plane with Z axis perpendicular to surface

Tracer Texture

Type: Color, Reflect, Filter, Bump.

This texture creates a sort-of techno looking pattern of horizontal and vertical line segments. The attributes of the line segments is interpolated from the values in the texture axis and is applied in manner similar to ColrNoiz and BumpNoiz. The texture can be scaled independently in all three axes by editing the texture's axis, and the color/reflect/filter/bumpiness of the line segments can be modified.

Requester:

Wall Width Adjust: This sets what fraction of the objects surface will be covered by the line segments. The width adjust adjusts the thickness of the lines.

Clr/Ref/Flt 1 and 2: These parameters set up the two base attribute values from which all the line segment attributes are interpolated.

Bump Adjust: This parameter sets the apparent depth of the bump mapping that can be applied on top of the lines.

Noise 1 and 2: These parameters will change and break up the shape of the color/bump mapping that is applied to the line segments.

sample object: primitive plane with Z axis perpendicular to surface

Specific Primitive Textures

Honey Comb Family:

Type: Color, Reflect, Filter, Bump.

HonyComb, RadComb and Hexez are the textures that make up the Honey Comb family. These textures apply a pattern of hexagons to an object. In HonyComb and RadComb, color of the walls (i.e. cell "walls" in a honey comb) of the hex's comes from the attributes already on the object. In Hexes, the attributes already on the object are applied to the center of the hexagons. The attributes applied by the textures are interpolated randomly from values set within the texture's requester. All the scaling and positioning of these textures is accomplished with the texture's axis. A bump adjustment is also included for doing irregularly oriented hex shaped panels or irregularly oriented (or bumpy) walls.

Requester:

Wall Width Adj (0..1): This parameter adjusts the width of the cell walls. A value of 0.0 removes the cell walls completely.

Clr/Ref/Flt 1 and 2: These parameters set up the two base attribute values from which all the hex face attributes are interpolated.

Bump Adjust: This parameter sets how apparently dis-oriented all the hex faces are relative to each other.

HonyComb (Honey Comb) Texture

sample object: primitive plane with Z axis perpendicular to surface

RadComb (Radial Honey Comb) Texture

sample object: primitive sphere

Hexez Texture

sample object: primitive plane with Z axis perpendicular to surface

Specific Application Textures

Cracks Texture

Type: Color, Reflect, Filter, Bump.

This texture was written to simplify the building of pillars made of stacked blocks. The texture offers a variety of shapes/coloring patterns and a noise function for doing anything where you may need a repeating series of bumps/stripes. The texture axis determines the width of the repeating pattern, and the Fract Colored parameter allows adjustment of crack thickness. The texture should apply well to a primitive tube to give the pillar look.

Requester:

Fract Colored (0..1): Fraction Colored sets what fraction of the texture axis bounding box in Z is actually part of a "crack".

Noise 1 and 2: These parameters will change the pattern and shape of the "cracks". Setting them to 0,0,0,0 gives cracks that are just straight lines with no variance within the cracks themselves. Adding in the noise will break up and scatter the pattern of the "cracks" making the cracks follow less regular shapes and may also make the interior of the cracks look for irregular.

Filter/Reflect Adjust: These set the reflectance and filter attributes of the areas within the cracks.

Crack Color: These set the color attributes of the areas within the cracks.

Bump Adjust: This parameter controls the apparent height/depth of the cracks and the bumping that gets added by the noise.

Bump Smoothing(1..0): This parameter can be used to change the shape of the cracks.

Colr Intensity(0..1): This parameter sets how much of the attributes on the object show through the texture's color application.

Colr Smoothing(0..1): This parameter lets you change the pattern of how the color is applied from hard edged to feathered on the edges.

sample object: primitive tube

DashLine Texture

Type: Color, Reflect, Filter.

DashLine was written for putting dashed lines in roads/highways. The texture's axis is used to adjust the size of the repeating pattern, and the Fract Colored parameter sets how much of that pattern is to be painted. The texture has 3 noise functions, two that alter the shapes of the dashes, and one (Color Vary) that alters the amount of color applied for a more weathered/flaked look. There is also an Intensity adjustment that is used to apply the texture lightly so that any brushes or textures already on the object can show through the lines. Dashline can be used anytime you need a repeating pattern of stripes with a controllable width.

Requester:

Fract Colored (0..1): Fraction Colored sets what fraction of the texture axis' bounding box in Z is actually part of a "dash".

Shape Noise 1 and 2: These parameters will change the shape and positioning of the dashes. Setting them to 0,0,0,0 will leave the dashes as rectangular boxes. Adding in the noise will break up and alter the rectangles.

Filter/Reflect Adjust: These set the reflectance and filter attributes of the dashes.

Dash Color: These parameters set the color attributes of the dashes.

Color Vary (0..1): This parameter uses a noise function to vary the intensity of the color application of the dashes.

Color Vary Vel: The Vary Velocity sets the speed of the noise function used to vary the dash's color.

Dash Intensity(0..1): This parameter sets how much of the attributes on the object show through the texture's color application.

sample object: primitive plane with Z axis perpendicular to surface

HardWood Texture

Type: Color, Bump.

You've seen EasyWood, this is HardWood. This is a very good procedural wood texture. To use it, there is only a couple of things that need to be remembered: The woods primary color comes from the object's attributes, and the grain travels down the texture's Z axis. A secondary color for the wood is set within the texture requester as well as a "Grain" color for the pits or cells in the wood. There is scaling parameters as well as noise parameters for altering the shapes and patterns of the grain - with experimentation, you should be able to come up with several different kinds of wood looks.

Requester:

X, Y, and Z Size: These parameters are used to set the size and to help control the shape of the woodgrain.

Noise 1 and 2: These parameters will change the pattern and shape of the grain. The woodgrain tends to break up an scatter pretty easily, but experimentation with these noise values may give you some surprising results.

Bump Adjust (-1..1): The parameter adjusts the apparent height/depth of the cells (the exposed, open grain) on the object.

2nd Wood Color: These parameters set the secondary color of the wood. If you are doing purple wood with orange grain, set the object colors to purple, and these parameters to orange.

Grain Color: This is the color that gets put into the exposed cells of the wood. Most likely, this would (not wood) be set to something close to the 2nd Wood Color.

Grain Spacing Adj: This number can be used to adjust the spacing between and the number of parallel grain lines in the wood.

sample object: primitive tube

Ribbed Texture

Type: Color, Reflect, Filter, Bump.

The Ribbed texture puts a specific number of stripes or bump lines on an object. The texture's area of effect is constrained by it's axis bounding box. Color, reflect, filter and bumps can be added with to the ribs, and the shape of the bumps is affected by the noise function and the smoothing parameters. There is also an intensity value that will allow any brushes/textures already on the object to show through.

Requester:

Fract Colored (0..1): Fraction Colored sets what fraction of the repeating pattern of ribs is part of a rib.

Noise 1 and 2: These parameters will change the pattern and shape of the ribs. Setting them to 0,0,0,0 will give you regular, straight ribs. Adding in the noise will break up and scatter this pattern.

Filter/Reflect Adjust: These set the reflectance and filter attributes of the areas within the ribs.

Rib Color: These set the color attributes for the areas within ribs.

Bump Adjust: The parameter adjusts the apparent height/depth of the ribs on the object.

Bump Smoothing: This parameter is used to change the shapes of the ribs from hard edged to smooth edged.

Colr Intensity(0..1): This parameter sets how much of the attributes on the object show through the texture's color application.

Number of Ribs: This lets you set how many ribs you want within the area of the texture's bounding box.

sample object: primitive sphere

Animatable Textures

BeamMeUp Texture

Type: Color, Filter.

This texture does something similar to Star Trek's beam-out sequence. During the animation of this texture, as an object starts to fade out, it turns into a bunch of colored particles that swirl across the objects surface, blinking on and off, and eventually fading out. The particles' color range, size, density, and spacing can all be adjusted from within the requester.

Requester:

Particle Size: This controls the sizes of the swirling particles.

Fraction 'On': This parameter controls what fraction of the total number of possible fractions will be on. Setting it to 1.0 will turn 'on' all the particles, and there will be no spaces where particles are turned off.

Dist Travelled: This is the animation tween position parameter that controls at which point the animation is in the tween. This is the parameter that has to be morphed to make this texture animate - morph it from 0.0 to 1.0.

Min/Max Spacing: These parameters set up a range for setting spacing between the particles.

Particle Rotations: During the animation of this texture, the particulates will appear to rotate around the texture axis - This parameter lets you set the number of times the particles will go all the way around the object.

End Filter: This parameter lets you set how filtered you want the entire object to be at the end of the morph.

Colors 1 and 2: These set the color range for the particles.

Note: While doing the texture/attribute morph, make sure there is no specularity or hardness on an invisible object.

sample object: primitive sphere

DancSprk (Dancing Sparks) Texture

Type: Color, Reflect, Filter, Bump.

DancSprk does a dancing plasma spark or wiggling veins type of thing. The basic texture is related directly to Branches.itx. The texture has an animated noise function, so it stays basically the same but the disturbance changes through time. The attributes of the spark are all definable. Also, the width and number of spark branches can be adjusted and a bump can be added to the texture for a raised vein effect.

Requester:

Branches (2,4,8...): This parameter controls how many branches emanate from the center of the texture.

Branch Width (0..1): Branch Width adjusts how wide the branches are. Setting this to 1.0 will leave almost no spaces between the branches.

Branch Clr/Ref/Flt: These parameters set the attributes of the branches.

Dist Travelled: This is the animation tween position parameter that controls at which point the animation is in the tween. This is the parameter that has to be morphed to make this texture animate - morph it from 0.0 to 1.0.

Travel Magnitude Adj: This is the animatable noise magnitude parameter. This controls the amount of noise gyrations the texture goes through. Making this number bigger will increase the number of gyrations. This can be used to speed up or slow down the noise gyrations during a fixed number of frames.

Noise 1 and 2: These parameters will change the pattern and shape of the branches. Setting them to 0,0,0,0 will give you an idea of the base pattern, and then adding in the noise will break up, scatter and twist the pattern.

Bump Adjust (-1..1): This adjusts the apparent height/depth of the branches. Turning the coloring off and using this makes things that look like veins. (Wiggling animated bumpy veins - yuck!).

sample object: primitive disk with Z axis perpendicular to surface

DripDrop Texture

Type: Bump.

DripDrop does the rippled wave pattern you get from dropping a pebble into a smooth pond. The starting and ending parameters of the ripples are all definable within the texture for setting wavelength, amplitude, radius, and number of ripples. As the drop animates, the parameters are morphed from the Start values to their End values.

Requester:

Start/End Wavelength: These are the parameters that set how wide each ripple is.

Start/End Z Amplitude: These are the same as a bump adjust. They are used to set the apparent height/depth of the waves.

Start/End Max Radius: These are the sizes of the largest circle created by the ripple.

Start/End Ripple Count: These parameters let you set the number of wavefronts in each drop-ripple.

Dist Travelled: This is the animation tween position parameter that controls at which point the animation is in the tween. This is the parameter that has to be morphed to make this texture animate - morph it from 0.0 to 1.0.

sample object: primitive plane with Z axis perpendicular to surface

Rain Texture

Type: Bump.

Rain makes a surface look like that of a puddle being rained upon. Rain is basically similar to DripDrop.itx. The texture allows the defining of a range of drop parameters (wavelength, amplitude, radius, and number of ripples). Rain occurs in a repeatable cycle. You pick the number of drops in the cycle, and how long (as a fraction of the cycle length) each drop stays around. The textures Axis bounding box restricts this texture's area of effect. - i.e. the rain will fall within the area bounded by the texture's axis.

Requester:

Min/Max Wavelength: These are the parameters that set up a range of widths each ripple.

Min/Max Z Amplitude: These are the same as a bump adjust. They are used to set the apparent height/depth of the waves.

Min/Max Max Radius: These set up a range of sizes for the circles created by the ripple.

Min/Max Ripple Count: These parameters let you set a range for the number of wavefronts in each drop-ripple.

Min/Max Lifetime: This parameters are used to set how long (as a fraction of the cycle length) each drop stays around. The smaller these numbers are, the faster the drop-ripples disappear - Use this to make the ripples dissipate at the rate you need.

Dist Travelled: This is the animation tween position parameter that controls at which point the animation is in the tween. This is the parameter that has to be morphed to make this texture animate - morph it from 0.0 to 1.0.

# of Drops in Cycle: This parameter sets how many drops are going to fall in one animation cycle. The more drops you use here, the longer it will take to render the texture.

Random Seed: This parameter can be used to get different patterns of rain.

sample object: primitive plane with Z axis perpendicular to surface

Spark Texture

Type: Color, Reflect, Filter.

Spark does the arcing, jumping, popping, dancing thing that a spark between two electrodes does. This is an animatable noise function, so the only thing changing during the animation is the noise being added to the texture. The attributes of the spark itself are user definable. Use the noise function and the texture axis to alter the shape, size, and position of the spark.

Requester:

Dist Travelled: This is the animation tween position parameter that controls at which point the animation is in the tween. This is the parameter that has to be morphed to make this texture animate - morph it from 0.0 to 1.0.

Travel Magnitude Adj: This is the animatable noise magnitude parameter. This controls the amount of noise gyrations the texture goes through. Making this number bigger will increase the number of gyrations. This can be used to speed up or slow down the noise gyrations during a fixed number of frames.

Color/Reflect/Filter: These parameters set the attributes of the spark.

Noise 1 and 2: These parameters will change the pattern and shape of the spark. Setting them to 0,0,0,0 will give you a straight, flat line. Adding in the noise will break up and scatter the sparks shape.

sample object: primitive plane with Z axis perpendicular to surface

TieDye (Tie Dyed Rings) Texture

Type: Color.

TieDye takes three seed colors and creates rings of interpolated colors centered around the texture's Z axis. Then, by adding to these rings, you get something that looks a lot like a tie dye pattern. In this texture, the noise itself is what's animated, making some really psychedelic effects of moving, rolling colors. The texture's axis is used for scaling, shaping, and positioning the texture.

Requester:

Noise 1 and 2: These parameters will change the pattern and shape of the splotches. Setting them to 0,0,0,0 will give you an idea of the base pattern, and then adding in the noise will break up and scatter the pattern.

Colors 1, 2, and 3: These set up the three colors that all the texture's colors are interpolated from.

Travel Magnitude: This is the animatable noise magnitude parameter. This controls the amount of noise gyrations the texture goes through. Making this number bigger will increase the number of gyrations. This can be used to speed up or slow down the noise gyrations during a fixed number of frames.

Dist Travelled: This is the animation tween position parameter that controls at which point the animation is in the tween. This is the parameter that has to be morphed to make this texture animate - morph it from 0.0 to 1.0.

sample object: primitive sphere

Fog Textures

Ghost Texture

Type: Fog.

This texture alters the fog length of an object at its edges and makes fog objects with curved edges look insubstantial. The texture must be used on a fog object with an initial fog length setting (.1 works well but, of course, the best value depends upon what you are trying to accomplish). Color can be added to the object with attributes, brushes, or textures and can be use to do light beams, gas flames, etc.

Requester:

Fog Length at T: T is a value that goes from 0.0 on the parts of the surface that face you to 1.0 on the parts of the object that are perpendicular to the camera. The fog length at T=0.0 is taken from the object's attributes, the fog length at T=n (the next parameter in this requester) is this parameter, and the fog length at T=1.0 (The edges of the object) is a fixed value that makes the edges effectively disappear.

T: This is a threshold value that determines where, as the surface curves away from the camera, you want to fog length to be some particular value.

sample object: primitive sphere

FogTop Texture

Type: Fog.

This texture is very similar to MntnTop (mountain top), except that instead of changing the color/reflect/filter values on the object, it alters the fog length. This makes the fog object fade out in the direction of the texture's Z axis. The texture must be used on a fog object with an initial fog length setting (.1 works well but, of course, the best value depends upon what you are trying to accomplish). The texture can be sized and positioned by editing the texture's axis and color can be added to the object with attributes, brushes, or textures. FogTop works well with Ghost for making fire out of a cone object (use fireball to color the cone).

Requester:

Fog Length at T: T is a value that goes from 0.0 at the bottom of the texture's bounding box (in its Z axis direction) to 1.0 at the top of the texture's bounding box. The fog length at T=0.0 is taken from the object's attributes, the fog length at T=n (the next parameter in this requester) is this parameter, and the fog length at T=1.0 (The texture's bounding box) is a fixed value that makes the top of the object effectively disappear.

T: This is a threshold value that determines where, as the texture moves up the area of the bounding box, you want to fog length to be some particular value.

Noise Magnitude/Velocity: These parameters can be used to make the top edges of the fog transition more ragged and irregular.

sample object: primitive sphere

FogPaint Texture

Type: Fog.

This texture looks at the colors already on the fog object and everywhere the red color gun is turned up high, the fog will look thick - as the red color gun gets turned down, the fog gets thinner. This way, you could apply a texture or a brush of a particular shape, and "paint" the fog to be thicker where you want it to be. The texture must be used on a fog object with an initial fog length setting (.1 works well but, of course, the best value depends upon what you are trying to accomplish). The noise that is added to the texture can be sized and positioned by editing the texture's axis and color can be added to the object with attributes, brushes, or textures - or you can use the color values in this texture itself.

Requester:

Fog Length at T: T is a value that goes from 0.0 at where the red color gun of the object is turned off to 1.0 where the red color gun is full on (255). The fog length at T=0.0 is taken from the object's attributes, the fog length at T=n (the next parameter in this requester) is this value, and the fog length at T=1.0 is a fixed value that makes the object disappear where the red color gun is full on.

T: This is a threshold value that determines where, as the red color gun on the object changes, you want to fog length to be some particular value.

Noise Magnitude/Velocity: These parameters can be used to break up the blending of fog values and make the transition regions look less regular.

Denser and 2nd Colors: These color values alloy you to set the colors of the fog. The denser color gets put where the fog is thickest, and the 2nd color gets put where the fog is thinnest.

sample object: primitive sphere

Nebula Texture

Type: Fog.

This texture is very similar to Ghost, except that there is a noise function to perturb the fog, and some automatic coloring that can be done by the texture. This texture makes the fog object fade out at its edges and have a whispy interior appearance. The texture must be used on a fog object with an initial fog length setting (.1 works well but, of course, the best value depends upon what you are trying to accomplish). The texture can be sized and positioned by editing the texture's axis and color can be added to the object with attributes, brushes, textures, or with Nebula itself. Nebula can be used to do gaseous things like nebulas and smoke.

Requester:

Fog Length at T: Aside from what the noise function does to the fog length, this "Fog Length at T" idea works the same as it does in Ghost. That is: T is a value that goes from 0.0 on the parts of the surface that face you to 1.0 on the parts of the object that are perpendicular to the camera. The fog length at T=0.0 is taken from the object's attributes, the fog length at T=n (the next parameter in this requester) is this value, and the fog length at T=1.0 (The edges of the object) is a fixed value that makes the edges effectively disappear.

T: This is a threshold value that determines where, as the surface curves away from the camera, you want to fog length to be some particular value.

Noise 1 and 2: These noise functions are used to break-up and scramble and mix the nebulous/whispy pattern.

Central Color: This color is applied to the thickest (shortest fog-length) parts of the fog. The color of the fog in the thinner areas comes from the colors already on the object.

sample object: primitive sphere


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