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Page Contents

 

Overview


The Noise A texture map can be used to generate a procedural noise texture. It uses two colors that can also have texture maps assigned to them. 

 

 

Parameters


 



Color A – Controls the first of the two colors used by the Noise procedural. When a texture is selected, it overrides the color as long as the texture checkbox is enabled. 

Color B – Controls the second of the two colors used by the Noise procedural. When a texture is selected, it overrides the color as long as the texture checkbox is enabled. 

Type – Specifies the type of noise to be created through the Noise procedural.

Noise
Perlin
Inflected Perlin
Marble(with Perlin)

Amplitude – Controls the range of the Noise.

Frequency – Controls the the amount of Noise generated. Higher values will create smaller, finer noise.

Inflection – Enables and disables the inflection effect.

 

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. When a texture is selected, it overrides the color as long as the texture checkbox is enabled. 

Color Offset – Corrects the color of the texture by adding the RGB color values specified here to the RGB color values of the texture. When a texture is selected, it overrides the color as long as the texture checkbox is enabled. 

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. When a texture is selected, it overrides the color as long as the texture checkbox is enabled. 

 


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 A – Controls the intensity of the first color. When a texture is selected, it overrides the color as long as the texture checkbox is enabled. 

Color B – Controls the intensity of the second color. When a texture is selected, it overrides the color as long as the texture checkbox is enabled. 

 

 

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.