| Texture | Rock | Advanced | Render Tree Usage
Category: Texture
Shader Family: Texture
Output: Color
Creates a 3D rock-like texture. It has two colors, which are mixed using a noise function with a high frequency.
You can create realistic lava by using the alpha values for roughness mapping and a Grain Size of about 0.1.
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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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Rock
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The algorithm for the pattern:
- produces the same pattern as in versions prior to Softimage 2013.
- produces the same pattern as shown in High Quality display mode.
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Colors
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Defines the first color of the rock pattern.
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Defines the second color of the rock pattern.
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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 size of the grains in the rock texture. Select low values for a more realistic look.
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Defines how much the two colors are blended into each other.
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Defines which color will be dominant in the texture. At 1.0, only color 1 is visible; at 1.5, both colors are equally dominant.
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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 size of the grains in the rock texture. Select low values for a more realistic look.
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Defines how much the two colors are blended into each other.
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Defines which color will be dominant in the texture. At 1.0, only color 1 is visible; at 1.5, both colors are equally dominant.
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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 Bump factor or Grain Size parameters
can be controlled with the Turbulence Texture Generator shader.
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.