Creates the appearance of both plateaus and
craters by mixing normal disturbance and 3D disturbance, such as
color or transparency. The Crater texture provides
a three component attribute (Out Color RGB)
and a Normal output (Out
Normal X, Y, and Z).
Find this texture in
the
Create bar.
To apply this texture as a texture map, see
Map a 2D or 3D texture.
- Shaker
-
Increase
this value to add more detail to the default Shaker texture (as
though it has been shaken up). If used as a bump map, increase the value
to increase the number of craters and valleys.
- Channel1, Channel2, Channel3
-
The
three channels through which information such as color values passes.
You can also supply information to the channels using a three-channel
(RGB) mapping.
- Melt
-
Controls the edge softness between the colors
in the texture. Increase this value to display the borders between
the colors smoother and wider.
- Balance
-
Controls
the ratio of the three shaken (or disturbed) colors.
- Frequency
-
Controls the frequency of how many times the texture
colors are shaken.
Normal Options (Crater)
NoteNorm
Depth, Norm Melt, Norm
Balance, and Norm Frequency only has
an effect if the Out Normal attribute is connected
to the Normal Camera attribute of
a shader.
- Norm Depth
-
Controls the depth of the craters when
the texture is used as a bump map. Increasing Norm Depth deepens
the craters.
- Norm Melt
-
Controls the softness of the crater edges
when this texture is used as a bump map. Increase Norm
Melt to make the edges softer. Animate this texture to
make the cratered surface look like it is melting.
- Norm Balance
-
Controls the ratio between the low
and high normal’s disturbance when this texture is used as a bump
map.
- Norm Frequency
-
Norm
Frequency controls the amount of rough detail when this texture
is used as a bump map. Increase Norm Frequency to
make the texture rougher, with finer detail. Decrease it to make the
roughness larger-grained.