| Texture | Fabric | Advanced | Render Tree Usage
Category: Texture
Shader Family: Texture
Output: Color
Creates the impression of a woven cloth or fabric. It is particularly effective as either a color map or a bump map. You can
use it to simulate many types of cloth by manipulating the various parameters.
For added realism, use large U and V ranges.
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The shader's name. Enter any name you like, or leave the default.
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Texture
Bump Mapping
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Switches bump mapping on or off.
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Defines how "bumpy" the bump map will be. A negative value inverts the bump inward; a positive bump map factor bumps outward.
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Uses the texture's alpha channel to achieve a bump map.
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Fabric
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Defines the color of the U and V warp and weft threads. The thread colors then blend into the gap color to achieve a more
rounded look. If this shader is applied as a bump map, set the thread colors to a non-0 Alpha value and the gap color to a
0 alpha value for best results.
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Defines the color of the gap between the threads.
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Alpha
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Multiplies the RGB channels with the alpha channel by the factor defined in the Alpha Strength parameter.
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Determines the factor by which the alpha is multiplied with the RGB channels.
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Variation
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Applies random variations in the width of the threads, which makes the fabric seem more uneven and natural. With width variation at 0.1 and thread width at 0.7, the true thread width will vary between 0.6 and 0.7. A value of 0 reduces
rendering time.
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Adds a variation in the brightness of the thread. Also helps make the fabric appear more natural. A value of 0 reduces rendering
time.
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Defines how wrinkly the threads will be. Simulates an old, worn garment. This can also help lessen the aliasing problem when
viewing the texture from a distance.
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Thread Width
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Defines the width of the U and V threads. When thread width = 1.0, the fabric texture becomes saturated with threads and the
gap won't show; when width = 0.0, the threads will vanish and simply leave the gap color.
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Wave Amplitude
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Causes the U and V threads to become wavy, thereby generating a better flow and making them less rigid and more realistic.
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Advanced
Bump Mapping
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Controls the U, V, and Z steps of a bump map. Use this parameter to "smooth" bumps or make them more jagged.
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Alternate
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Specifies whether every other copy of the repetition should be reversed so that the successive copies of the texture are alternated.
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Repeats
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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.
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UV Remap
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Determines the remapping of the texture image. For a 2D image, only X and Y are used.
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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 Thread Width parameters can
be controlled with the Vein Texture Generator shader.
A texture shader has 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.