Fabric

 
 
 

| 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.

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.

Fabric

U, V Thread Color

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.

Gap Color

Defines the color of the gap between the threads.

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.

Variation

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.

Width

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.

Brightness

Adds a variation in the brightness of the thread. Also helps make the fabric appear more natural. A value of 0 reduces rendering time.

Randomness

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.

Thread Width

U, V

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.

Wave Amplitude

U, V

Causes the U and V threads to become wavy, thereby generating a better flow and making them less rigid and more realistic.

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 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.