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Page Contents

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Overview


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The Leather texture map generates a procedural leather texture. It uses two color channels that can also be assigned to texture maps.

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Parameters


 

 

 

Color Cells – Controls the color of the cells. All parameters in this section can use a a texture map, as long as the checkbox is enabled. 

Color Creases – Controls the color of the creases.

Size – Controls the size of the procedural texture.

Density – Controls how how close cells are placed next to each other.

Threshold – Controls the transition between the Cell Color and Crease Color.

Spottiness – Controls how circular the cells appear.

Randomness – Controls how randomly the cells will look in relation to each other.

Defined Creases – Enables and disables creases.

 

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.

Color Cells – Blends between the Color Cells and a texture, if specified. 

Color Creases – Blends between the Color Creases and a  texture, if specified. 

 

 

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