Creates the appearance of both plateaus and craters by mixing normal disturbance and 3D disturbance, such as color or transparency.
The texture provides a three component attribute () and a output (, , and ).
Find this texture in the Create bar. To apply this texture as a texture map, see Map a 2D or 3D texture.
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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.
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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.
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Controls the edge softness between the colors in the texture. Increase this value to display the borders between the colors
smoother and wider.
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Controls the ratio of the three shaken (or disturbed) colors.
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Controls the frequency of how many times the texture colors are shaken.
()
Note
, , , and only has an effect if the attribute is connected to the attribute of a shader.
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Controls the depth of the craters when the texture is used as a bump map. Increasing deepens the craters.
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Controls the softness of the crater edges when this texture is used as a bump map. Increase to make the edges softer. Animate this texture to make the cratered surface look like it is melting.
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Controls the ratio between the low and high normal’s disturbance when this texture is used as a bump map.
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Norm Frequency controls the amount of rough detail when this texture is used as a bump map. Increase to make the texture rougher, with finer detail. Decrease it to make the roughness larger-grained.
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