| Texture | Flagstone | Advanced | Render Tree Usage
Category: Texture
Shader Family: Texture
Output: Color
Creates a random 3D texture that resembles abstract stained glass or a flagstone walkway. The flagstones are colored using
the define colors, but the mortar between the stones is fixed at black.
NoteIf the Flagstone texture is applied using a planar projection, there will be little variation in the W (Z axis). This will
make the flagstone texture appear two-dimensional. To obtain a better result, use a Spatial texture projection to make the
texture vary over the object's surface. Then you could adjust the number of repeats using the UV Remap 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 will invert the bump inward and a positive bump map factor will
bump outward.
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Will use the texture's alpha channel to achieve a bump map.
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Flagstone
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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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A number used as the basis for the pattern. Change the seed value to get a different pattern.
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Defines the thickness of the mortar between the flagstones (or lead between pieces of stained glass).
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Colors
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Defines the first color of the flagstone pattern.
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Defines the second color of the flagstone 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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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. For example, you can connect a different
texture to Color 1 and Color 2 to create a mosaic of image clips. A texture's scalar parameters can be altered to create interesting
effects by applying Texture Generator shaders to them.
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.