| Texture | Vein | Advanced | Render Tree Usage
Category: Texture
Shader Family: Texture
Output: Color
Creates a vein-like scalar texture space. You can control the vein thickness, complexity, and other visual styles. This shader
can be animated using the Time parameter.
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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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Vein
Colors
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Defines the first color of the fractal pattern.
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Defines the second color of the fractal pattern.
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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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Defines the veins' thickness.
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Defines how complex and convoluted the curves of the veins will be. Low values (1-3) produce thick, flowing curves; higher
values cause chaotic and choppy curves.
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Defines the falloff region around the veins.
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Defines the falloff between the vein and the falloff region defined in the Falloff parameter. A value of 0.0 causes no noticeable
step between the two regions; higher values create a definite transition.
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Defines the overall scaling of the intensity effect.
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Can be used to animate the texture by defining the current time.
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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 Thickness parameter can be controlled
with the Incidence shader to create an interesting effect, depending on camera angle.
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.