Rock

 
 
 

| Texture | Rock | Advanced | Render Tree Usage

Category: Texture

Shader Family: Texture

Output: Color

Creates a 3D rock-like texture. It has two colors, which are mixed using a noise function with a high frequency.

You can create realistic lava by using the alpha values for roughness mapping and a Grain Size of about 0.1.

Name

The shader's name. Enter any name you like, or leave the default.

Texture

Texture Space

Selects the texture projection to use. See Specifying a Texture Projection [Texturing].

Bump Mapping

Enable

Switches bump mapping on or off.

Bump Map Factor

Defines how "bumpy" the bump map will be. A negative value inverts the bump inward; a positive bump map factor bumps outward.

Use Alpha

Uses the texture's alpha channel to achieve a bump map.

Rock

Type

The algorithm for the pattern:

  • Legacy produces the same pattern as in versions prior to Softimage 2013.
  • Default produces the same pattern as shown in High Quality display mode.

Colors

Color 1

Defines the first color of the rock pattern.

Color 2

Defines the second color of the rock pattern.

Copy Alpha to RGB

Multiplies the RGB channels with the alpha channel by the factor defined in the Alpha Strength parameter.

Alpha Strength

Determines the factor by which the Alpha is multiplied with the RGB channels.

Grain Size

Defines the size of the grains in the rock texture. Select low values for a more realistic look.

Diffusion

Defines how much the two colors are blended into each other.

Mix Ratio

Defines which color will be dominant in the texture.

At 1.0, only color 1 is visible;

at 1.5, both colors are equally dominant.

Alpha

Copy Alpha to RGB

Multiplies the RGB channels with the alpha channel by the factor defined in the Alpha Strength parameter.

Alpha Strength

Determines the factor by which the Alpha is multiplied with the RGB channels.

Grain Size

Defines the size of the grains in the rock texture. Select low values for a more realistic look.

Diffusion

Defines how much the two colors are blended into each other.

Mix Ratio

Defines which color will be dominant in the texture.

At 1.0, only color 1 is visible;

at 1.5, both colors are equally dominant.

Advanced

Bump Mapping

Step

Controls the U, V, and Z steps of a bump map. Use this parameter to "smooth" bumps or make them more jagged.

Alternate

U, V, Z

Specifies whether every other copy of the repetition should be reversed so that the successive copies of the texture are alternated.

Repeats

Texture Repeats

Contains the repetition factor in X,Y, and Z. A value of 2, for example, shrinks the texture so that it fits twice in a [0..1] interval.

UV Remap

Minimum, Maximum

Determines the remapping of the texture image. For a 2D image, only X and Y are used.

Render Tree Usage

Color parameters can be connected to other textures or image processing shaders. A texture's scalar parameters can be altered to create interesting effects by applying Texture Generator shaders to them. For example, the Bump factor or Grain Size parameters can be controlled with the Turbulence Texture Generator shader.

A texture shader has seemingly limitless capabilities in a render tree. It can texture an object, be used as a camera or light projection, define bump or displacement maps, or be blended with any number of other textures to create any effect.