| Rock
Category: Texture Generators
Shader Family: Texture
Output: Color
Simulates the random veins and impurities that naturally occur in marble. The marble texture is based on the two differently
colored veins sandwiched between the filler material, which are then deformed using a fractal function. You can select two
colors for the veins and a color for the impurities (filler) to precisely achieve any type you marble you wish.
The Coordinates parameter can be driven (connected) with the texture space generator shader.
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The shader's name. Enter any name you like, or leave the default.
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Defines the X, Y, and Z texture coordinates.
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Veins
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Defines the color of the first vein in the marble material.
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Defines the color of the second alternating vein in the marble material. Use a slightly different color from the first vein to get very realistic results.
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Defines the color of the filler; i.e., the marble itself.
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Defines the width of the veins in the marble. The higher the value, the thicker the veins, and vice versa.
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Controls how much the strongly pigmented vein material will diffuse into the main marble color (filler). E.g.: A very old
marble has a high diffusion.
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Spots
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Defines the color of the naturally occurring impurities in marble. For a flawless marble, without impurities, make this color equal to the filler color.
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Defines the spot (impurity) density.
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Defines how much the spot color will contrast with the marble filler color.
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Controls the basic size of the spot (impurities). You can get realistic effects when you use lower values, such as 0.1.
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Fractal
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Defines the base amplitude of the fractal used to calculate this texture. This parameter only applies to the amplitude of
the first iteration; successive iterations may further increase the amplitude.
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Defines the amplitude of the successive iterations relative to the current one. For values less than 1, successive iterations have a lower amplitude; for values greater than 1, the iterations have a higher amplitude and the fractal becomes unbounded.
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Defines the frequency of the fractal in the X, Y, and Z directions. High values take longer to render.
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The maximum number of noise iterations used when calculating the fractal.
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Makes the procedure use a slightly different algorithm, which introduces discontinuities into the fractal, creating the impression
of turbulence.
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Render Tree Usage
Use this shader to drive a parameter with a texture effect anywhere in a render tree. This shader generates a texture that
can be used as a color, a Weight value in a mixer shader, or to drive any Surface shader parameter.
The Coordinates parameter can be driven (connected) with a Texture Space Generator shader.