Page Contents

 

Overview


The Cloth texture map can be used to generate a procedural cloth texture.  It gives a high level of control making it an easy matter to produce the look of a loose or close weaved cloth.  It also allows control over the amount of random weave distortion and its channels can be connected to texture maps

 

 

Parameters


 


 

Color Gap – Controls the color of the gaps between the fabric fibers. A texture map can be used for this parameter. 

Color U – Controls the horizontal thread color. A texture map can be used for this parameter. 

Color V – Controls the vertical thread color. For more information, please see the U Color, V Color and Gap Color example below. A texture map can be used for this parameter. 

Random Shade – Randomizes the texture brightness based on noise. A texture map can be used for this parameter. 

Width U –  Controls the horizontal thread width. A texture map can be used for this parameter. 

Width V –  Controls the vertical thread width. For more information, please see the U Width and V Width example below. A texture map can be used for this parameter. 

Random Width –  Randomizes the fibers' width based on noise. A texture map can be used for this parameter. 


 

Example: U Color, V Color and Gap Color


 

Gap Color: Green
U Color: Pink
V Color:
Yellow

Gap Color: Black
U Color:
Blue
V Color:
Red

 

 

 


 

Example: U Width and V Width


 

U Width: 0.75
V Width
: 0.75


U Width: 0.75
V Width: 0.25


U Width: 0.25
V Width:
0.75


U Width: 0.25
V Width:
0.25

 

 

 

Wave


 

 

 

Wave U – Controls the amount of wave in the horizontal direction. A texture map can be used for this parameter. 

Wave V – Controls the amount of wave in the vertical direction. For more information, please see the U Wave and V Wave example below. A texture map can be used for this parameter. 

Random Wave – Controls the amount of randomness in the weave of the cloth. Lower values are subtle, while higher values distort things more often in interesting ways. For more information, please see the Random Wave example below. A texture map can be used for this parameter. 

 

 


 

Example: U Wave and V Wave


 

U Wave: 0
V Wave: 0


U Wave: 0.25
V Wave: 0


U Wave:
0.25
V Wave: 0.25



U Wave:
0.25
V Wave: 0.25
Random wave: 1


 

 

 


 

Example: Random Wave


 


Random Wave:
0

 


Random Wave:
0.1



Random Wave:
0.2



Random Wave:
0.2
Width Spread: 0.25


 

 

Color Manipulation


 

 

Invert Texture   Inverts the RGB texture values. 

Alpha from Intensity – Uses the texture RGB intensity/ luminance as alpha channel. 

Color Gain –  Corrects the color of the texture by multiplying the the RGB color values specified here with the RGB color values of the texture. A texture map can be assigned here. 

Color Offset  Corrects the color of the texture by adding the RGB color values specified here to the RGB color values of the texture. A texture map can be assigned here. 

Default Color  Specifies a default color for polygons with no valid UVs. In case the map is not tiles, the default color will be used outside the texture borders.

 

 

Multipliers


 

 

Mode – Specifies the multiplication mode of the colors. 

Multiplier – Multiplies the RGB numbers for each pixel of the top layer with the RGB number of the corresponding pixel from the bottom layer. The result is a darker picture. 
Blend Amount  Takes each pixel from the top layer if present. Otherwise the bottom layer is used.

Gap Color – Controls the intensity of the Gap Color.  A texture map can be used for this parameter. 

Color U – Controls the intensity of the U Color. A texture map can be used for this parameter. 

Color V – Controls the intensity of the V Color. A texture map can be used for this parameter. 

 

 

Texture Placement



 

Type – Controls how the texture will be positioned on the geometry. 

2D (UV Channel) – The texture will use the object UV coordinates. 
Environment 
– This mode is applicable if the map is connected to an Environment slot or a Dome light. 

 

2D (UV Channel)


UV Channel/Set – Specifies the index of the mapping channel data to use. A value of -1 will take the first available channel. 

Repeat U/V – Determines how many times the texture will be repeated in the 0 to 1 UV square.

Offset U/V – Controls the texture offset in the U and V direction. 

Rotate – Rotates the texture (in degrees). 

Tile U/V – Tiles the texture in the U and V direction. If the option is disabled, the Default texture color will be used outside the 0 to 1 UV square. 

Mirror U/V  – Mirrors the texture in the U and V direction separately. The option will cut the texture in the half flipping one side vertically or horizontally. This can be used to avoid seams in-between non-tileable repeated textures. 

Double-sided – Enables both sides of the object to be affected by the UVW data. 

 

Environment 




Mapping – Specifies the type and shape of the texture. 

Angular
Cubic
Spherical
Mirror Ball
Screen

Rotate H – Specifies the amount to adjust the texture's horizontal rotation. 

Flip H – Flips the environment sphere horizontally.  

Rotate V – Specifies the amount to adjust the texture's horizontal or vertical rotation.  

Flip V – Flips the environment sphere vertically. This option is active only in Spherical Mapping. 

Ground – Enables ground projection of the texture.  

Position X/Y/Z – Offsets the ground projection along the X/Y/Z axis. 

Raduis – Specifies a projection radius. Can be used to control the scale of the projection.  

2d Transformation – see 2D (UV channel) parameters. 

 

Notes


  • By putting the same value into the U Wave and V Wave interesting diagonal effects can be achieved. Similarly loose weaved fabric effect can be produced easily by using higher values in the Width Spread channel.