Texturas 3dtexturas 3D
Texturas 3dtexturas 3D
Random:
Brownian:
Lacunarity Defines the gap between the frequencies (Octaves) you add to form the texture. Increment Determines the ratio for the fractal noise. Results in a crisper texture when close to zero, and a smoother texture when close to 1. Octaves Sets the upper limit for noise frequencies (the repeat value of the fractal). Weight3d Determines how wavy the image appears when projected by controlling the scale of the frequency of any fractal used in the procedure.
Volume Noise
Threshold The number added to the whole fractal, making it uniformly brighter. If some parts of the fractal are pushed up out of range (greater than 1.0), they are clipped to 1.0. If the Volume Noise is used as a bump map, it appears as plateau regions. Amplitude Scaling factor applied to all the values in the texture, centered around the texture's average value. When you increase Amplitude, the light areas get lighter and the dark areas get darker. If Volume Noise is used as a bump map, increasing Amplitude results in higher bumps and deeper valleys. If set to a value greater than 1.0, the parts of the texture that scale out of range are clipped. On a bump map, they display as plateau regions.
Ratio Controls the fractal noise frequency. Increase this value to increase fractal detail and make it finer. Frequency Ratio Determines the relative spacial scale of the noise frequencies. If not a whole number, the fractal does not repeat at the UV boundaries. For instance, a cylinder with default placement appears a seam. Depth Max Controls how much calculation is done by the Volume Noise texture. Since the Fractal texture process produces a more detailed fractal, it takes longer to perform. By default, the texture chooses an appropriate level for the volume being rendered. Use Depth Max to control the maximum amount of calculation for the texture. Inflection Applies a kink in the noise function. Useful for creating puffy or bumpy effects. Time Used to animate the Volume Noise texture. You can keyframe the Time attribute to control the rate and amount of change of the texture. Frequency Determines the fundamental frequency for the noise. As this value increases the noise becomes more detailed. It has the inverse effect of the scale parameter. Scale Determines the scale of the noise in the local X, Y, and Z directions. This is similar to scaling the transform node for the texture. When you increase Scale, the fractal detail seems to smear out in the direction you choose. Origin The zero point for the noise. Changing this value moves the noise through space. Noise Type Determines which noise to use during the fractal iteration. Select from the following: Perlin Noise The standard 3D noise used in the solidFractal texture.
Billow A puffy, cloud-like effect. VolumeWave A sum of 3D waves in space. Wispy A Perlin noise that is uses a second noise as a smear map; this makes the noise stretch out in places, looking wispy. When the time value is animated the smear texture is moved causing an undulating effect. It creates an effect similar to thin clouds being blown by wind. SpaceTime A 4-dimensional version of the Perlin noise, where time is the 4th dimension. Density Controls how many cells are embedded in the medium used by the Billow noise type. At 1.0, the medium is completely packed with cells. Reduce this value to make the cells sparser. If the texture is used as a bump map, low values for Density results in smooth looking surfaces with occasional bumps. Spottyness Controls the density randomization of individual cells used by the Billow noise type. When set close to 0, all the cells are the same density. As you increase Spottyness, some cells are randomly denser or thinner than others. Size Rand Controls the randomization of the size of the individual blobs used by the Billow noise type. When it is close to 0, all the cells are the same size. As you increase Size Rand, some cells are smaller than others, in a random fashion. Randomness Controls how the cells for the Billow noise type are arranged relative to one another. Set to 1.0 for a more natural random distribution of cells. If set to 0, all the spots are laid out in a regular pattern. This can provide interesting effects when used as a bump mapfor instance, you can make things like insect eyes, or machine-tooled raspy surfaces.
Falloff Controls the way intensity falls off for individual blobs for the Billow noise type. Select from the following: Linear A uniform falloff from the center to a value of zero at the edges of the blobs. Smooth More natural looking, using a gaussian falloff. Fast Focuses the intensity more towards the center of the blobs. Bubble Uses a reverse falloff, fading to zero at the blob center. Num Waves Determines how many waves to generate for the Volume Wave noise type. The larger the number, the more random-looking and slower the texture.
Solid Fractal
TipAssign this texture to the materials bump map to achieve a coarser simulated texture. Threshold Offset factor applied to all values in the texture. The valid range is 0 to infinity. The slider range is 0 to 1. The default is 0. Amplitude Scaling factor applied to all values in the texture. The valid range is 0 to infinity. The slider range is 0 (no noise) to 1 (strong noise). The default is 1. Ratio Controls the frequency of the fractal noise. The range is 0 (low frequency) to 1 (high frequency). The default is 0.707. Frequency Ratio
Determines the relative spacial scale of noise frequencies. If not a whole number, the fractal does not repeat at the UV boundaries. For instance, a cylinder with default placement would display a seam. Ripples Determines the textures waviness in the X, Y, and Z directions. The values represent the frequency scale of the fractal used to generate the texture. The range is 0 to infinity. The default is 1. Depth The minimum and maximum number of iterations used to calculate the texture pattern. This parameter controls how fine grained the texture is. The range is 0 to 20. NoteThe following attributes let you swirl the noise pattern in a Solid Fractal texture to create interesting effects. Bias Attracts the -1 to 1 noise towards either 1 or 0. Values greater than zero result in a more contrasting fractal while values less than zero make it more flat and spiky. Inflection Applies a kink in the noise function. This can be useful when creating puffy or bumpy effects. Inflection is off by default. Animated Turn on to access the Time and Time Ratio attributes (see next). Time Determines the relative time scale of noise frequencies. If not a whole number, the animation does not repeat when Time = 1. Time Ratio Default is equal to the Frequency Ratio setting, which means higher frequency noises move faster in direct proportion to the frequency. For example, to create more natural-looking effects, such as water waves, if the Frequency Ratio is 2, set the Time Ratio to 1.4.
Cloud
Simulates clouds. You should only map the Cloud texture to a sphere. You can combine several spheres to create complex cloud arrangements. If you map the Cloud texture to any other type of surface, the results may be unpredictable. Color1, Color2 The two colors blended together to form the cloud. To select different colors, click the color bars to open the Color Chooser. Contrast The contrast between Color1 and Color2. For example, if the Contrast value is -1, Color1 and Color2 are reversed. The range is from - infinity (the two colors are averaged over the entire texture) to + infinity. The default is 0.5. Amplitude Controls the strength of the fractal noise used to generate the Cloud texture. The valid range is 0 (no noise) to + infinity (strong noise). The default is 1. Depth Controls the granularity of the texture. Values represent the minimum and maximum number of iterations used to calculate the texture pattern. The range is 0 to + infinity. The defaults are 0 and 8. Ripples Determines the textures waviness in the X, Y, and Z directions. The values represent the frequency scale of the fractal used to generate the texture. The range is from 0 to + infinity on X, Y and Z. The default is 1. Soft Edges Simulates natural looking clouds. Gradually increases the transparency of the texture as the surface it is mapped to turns away from the camera. If Soft Edges is off, the texture is entirely opaque, and looks similar to the Fractal texture. Soft Edges is on by default. Edge Thresh, Center Thresh If Center Thresh is low and Edge Thresh is high, the texture resembles a dense cotton-ball. If Center Thresh is high and Edge Thresh is low, the texture resembles a wispy cloud. The range is from - infinity to + infinity. The default is 0 for Center Thresh and 1 for Edge Thresh. Transp Range
The range over which the texture becomes transparent. The value controls the sharpness/softness of the clouds edges. The valid range is 0 to infinity. The slider range is 0 (sharp edges) to 1 (very soft edges). The default is 0.5. Ratio Controls the frequency of the fractal noise used to generate the Cloud texture. The range is 0 (low frequency) to + infinity (high frequency). The default is 0.707.
Naturales:
Marble
Filler Color, Vein Color The color of the filler material and the vein material. Click a color bar to select a different color from the Color Chooser. Vein Width The thickness or width of the veins. The range is 0 to 1. The default is 0.1. Diffusion Controls the amount of Vein Color that blends into the Filler Color. The range is 0 (no blending) to 1 (smooth blending). The default is 0.5. (The Contrast value also affects how the two colors blend.) Contrast The contrast between the Vein Color and Filler Color. The range is 0 to 1. The default is 0.5. Noise Attributes (Marble) The Marble texture creates a 3D texture by projecting a 2D texture. The Noise Attributes control the randomization (using fractal noise) of the texture in the direction the texture is projected. Amplitude A scaling factor applied to all values in the fractal noise about the average value. The valid range is 0 to infinity. The slider range is 0 (no noise) to 1 (strong noise). The default is 1.5. Ratio
Controls the fractal noise frequency. The valid range is 0 (low frequency) to 1 (high frequency). The default is 0.707. Ripples Determines the textures waviness in the X, Y, and Z directions. The values represent the frequency scale of the fractal used to generate the texture. The range is from 0 to + infinity for X, Y, and Z. The default is 1. Depth The minimum and maximum number of iterations used to calculate the texture pattern. Controls the textures granularity. The range is from 0 to 20. The default values are 0 and 20.
Wood
Tip
There are four Wood attributes that are frame constant, meaning that mapping them with textures or other nodes that produce different values from point to point may lead to unpredictable results. These attributes are: Grain Spacing, Layer Size, Randomness, and Age. You can key all of these attributes to make their appearance change over time in an animation sequence. If you use the Wood texture as a bump map, lower the Grain Contrast setting to reduce the potential for texture artifacts during animation.
Filler Color The color of the space between veins. The vein color diffuses into the filler color. Double-click the color bar to choose a different color from the Color Chooser. Vein Color The vein color of the wood. The vein color diffuses into the filler color. Doubleclick the color bar to choose a different color from the Color Chooser. Vein Spread The amount of vein color that diffuses into the filler color. The valid range is 0 to infinity. The slider range is 0 to 3. The default is 0.25. Layer Size
The average thickness of each layer or ring. The valid range is 0 to infinity. The slider range is 0 to 0.5. The default is 0.02. (The thickness of individual layers or rings is also influenced by the Randomness and Age values.) Randomness Randomizes the thickness of individual layers or rings. The range is 0 to 1. The default is 0.5. Age The age of the wood (in years). This value determines the total number of layers or rings in the texture, and influences the relative thickness of central and outer layers. The valid range is 0 to infinity. The slider range is 0 to 100. The default is 20. Grain Color The color of the random grain in the wood. Grain Contrast Controls the amount of Grain Color that diffuses into the surrounding wood color. The range is 0 to 1. The default value is 1. Grain Spacing The average distance between grain spots. The range is 0.002 to 0.1. The default value is 0.01. Center The location of the center of the textures concentric rings in the U and V directions. The range is -1 to 2. The default values are 0.5 and -0.5. TipDo not set the Center values less than -3 or greater than 3. Noise Attributes (Wood) The Wood texture creates a 3D texture by projecting a 2D pattern. The Noise Attributes control the randomization (using fractal noise) of the texture in the direction the pattern is projected. Select from the following: Amplitude X, Amplitude Y An average scaling factor applied to all values in the fractal noise in the textures X and Y directions. The valid range is 0 to infinity. The range is 0 (no noise) to 1 (strong noise). The default value is 0.1.
TipThe Wood texture renders faster if the Amplitude X and Amplitude Y values are both 0. Ratio Controls the fractal noise frequency. The range is 0 (low frequency) to 1 (high frequency). The default is 0.35. Ripples Determines the textures waviness in the X, Y, and Z directions. The values represent the frequency scale of the fractal used to generate the texture. The range is 0 to 20. The default is 1. Depth The minimum and maximum number of iterations used to calculate the texture pattern. This parameter controls how fine grained the texture is. The range is 0 to 25. The default values are 0 and 20.
Leather
Cell Color, Crease Color The color of individual cells (Cell Color) and the color surrounding the cells (Crease Color). Cell Size The size of individual cells. The Cell Size value scales the entire texture. The valid range is 0 to infinity. The slider range is 0 to 1. The default is 0.5. Density Controls the spacing of cells in the texture. The valid range is 0 to infinity. The slider range is 0 to 1 (fully packed). The default is 1. Spottyness Randomizes the cell color intensity. The range is 0 to infinity. The slider range is 0 to 1. At 0 all cells have the same intensity. At 1 the cell intensity is entirely random. The default is 0.1. The Threshold value also influences the cell color intensity. Randomness Randomizes the cell position. The valid range is 0 to infinity. The slider range is 0 to 1. At 0 cells are arranged in a regular 3D lattice. At 1, cell location is entirely random. The default value is 0.5.
Threshold Controls how the cell color and crease color mix into each other. The valid range is 0 to infinity. The slider range is 0 to 1 (if no mixing occurs, cells display as solid color dots). The default value is 0.83. Creases Creates boundaries between cells resembling creases in leather. If off, the cells diffuse uniformly into each other. Creases is on by default.
Snow
Tip
To display snow on all objects in the scene, apply the Snow texture as a transparency map on a white material and then layer this material onto other shaders. Try combining a Fractal bump map with a Snow color map. The snow only appears on the peaks and valleys of the bump mapped surface. For best results, set the Fractal bump maps Alpha Gain and Filter values to a low number. To simulate windswept snow, rotate the Snow texture by rotating the 3D Placement Object about a horizontal line.
Snow Color The color of the snow on the top of the surface. Surface Color The color of the surface on which the snow lies. Threshold Determines the maximum slope that holds snow. The range is 0 (90 degrees from horizontal) to 1 (0 degrees from horizontal). The default is 0.5 (45 degrees from horizontal). Depth Decay The rate at which the snow color blends into the surface color. The range is 0 to 10. The default is 5. Thickness The apparent depth of the snow. Thickness controls the opacity of the snow (deeper snow is more opaque). The range is 0 (transparent) to 1 (opaque). The default is 1.
Granite
Color1, Color2, Color3, Filler Color The color of the three different types of cells (Color1, Color2, Color3) and the color surrounding the cells (Filler Color). Click any of these color bars to select a different color from the Color Chooser. Cell Size Represents the individual cell size. This value scales the entire texture. The valid range is 0 to infinity. The slider range is 0 to 1. The default is 0.15. Density Controls the cell spacing. The valid range is 0 to infinity. The slider range is 0 to 1 (fully packed). The default is 1. Mix Ratio Determines which color is dominant. The range is 0 (Color1 is dominant) to 1 (Color3 is dominant). The default is 0.5 (Color2 is dominant).
Spottyness Randomizes the cell color intensity. The range is 0 to infinity. The slider range is 0 to 1. At 0 all cells have the same intensity. At 1 the cell intensity is entirely random. The default is 0.3. The Thresholdvalue also influences the cell color intensity. Randomness Randomizes the cell position. The valid range is 0 to infinity. The slider range is 0 to 1. At 0 cells are arranged in a regular 3D lattice. At 1, cell location is entirely random. The default value is 1. Threshold Controls how cell colors and filler color mix into each other. The valid range is 0 to infinity. The slider range is 0 to 1 (if no mixing occurs, cells display as solid color dots). The default value is 0.5. Creases Creates boundaries between cells. If off, the cells diffuse uniformly into each other. Creases is on by default.
Abstract
Stucco
Shaker Increase this value to add more detail to the default Shaker attribute setting (as though it has been shaken up). If used as a bump map, increase the value to increase the number of craters and valleys. Channel1, Channel2 The two channels through which information such as color values passes. You can also supply information to the channels using a three-channel (RGB) mapping. Normal Options (Stucco) NoteNormal Depth and Normal Melt only have an effect if the Out Normal attribute is connected to the Normal Camera attribute of a shader. Normal Depth
Controls the depth of the craters when the texture is used as a bump map. Increasing Normal Depth deepens the craters. Normal Melt Controls the softness of the crater edges when this texture is used as a bump map. Increasing Normal Melt softens the edges. Animate this texture to simulate a melting cratered surface.
Crater
Shaker Increase this value to add more detail to the default Shaker texture (as though it has been shaken up). If used as a bump map, increase the value to increase the number of craters and valleys. Channel1, Channel2, Channel3 The three channels through which information such as color values passes. You can also supply information to the channels using a three-channel (RGB) mapping. Melt Controls the edge softness between the colors in the texture. Increase this value to display the borders between the colors smoother and wider. Balance Controls the ratio of the three shaken (or disturbed) colors. Frequency Controls the frequency of how many times the texture colors are shaken. Normal Options (Crater) NoteNorm Depth, Norm Melt, Norm Balance, and Norm Frequency only has an effect if the Out Normal attribute is connected to the Normal Camera attribute of a shader. Norm Depth Controls the depth of the craters when the texture is used as a bump map. Increasing Norm Depth deepens the craters. Norm Melt
Controls the softness of the crater edges when this texture is used as a bump map. Increase Norm Melt to make the edges softer. Animate this texture to make the cratered surface look like it is melting. Norm Balance Controls the ratio between the low and high normals disturbance when this texture is used as a bump map. Norm Frequency Norm Frequency controls the amount of rough detail when this texture is used as a bump map. Increase Norm Frequency to make the texture rougher, with finer detail. Decrease it to make the roughness larger-grained.