Flagstone

 
 
 

| 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.

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.

Bump Mapping

Enable

Switches bump mapping on or off.

Bump Map Factor

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.

Use Alpha

Will use the texture's alpha channel to achieve a bump map.

Flagstone

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.

Seed

A number used as the basis for the pattern. Change the seed value to get a different pattern.

Mortar Width

Defines the thickness of the mortar between the flagstones (or lead between pieces of stained glass).

Colors

Mortar

Defines the first color of the flagstone pattern.

Stones

Defines the second color of the flagstone pattern.

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.

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. 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.

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