Page Contents

 

Overview


The Splat texture is a procedural texture that mimics a splatter effect similar to the way paint can splatter onto a surface. Both of its two color channels can be connected to texture maps.

 

 

Parameters


 

 

 

Color Base – Controls the color of the main surface.

Color Splat – Controls the color of the splatters.

Size – Controls the scale of the procedural texture produced.

Iterations – Controls how many times the procedural repeats the process of creating splatters.

Threshold – Controls how much of the texture will be covered by splatters.

Smoothing – Controls the sharpness of the splatters. Lower values make the splatters sharper, and higher values make them more blurry.

 

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.

 


Use 3D Mapping – Enables or disables 3D mapping for the procedural texture. Note that his mode is not supported yet by the Hybrid (CUDA) engine. When this option is enabled, all Texture Placement parameters are ignored.

 

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.

Color Base – Controls the intensity of the main surface color.

Color Splat – Controls the intensity of the splatter color.

 

 

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.