| Texture | Flagstone | Advanced | Render Tree Usage
Shader Type: Texture
Output: Color (RGB) value
Creates a random 3D texture that resembles abstract stained glass or a flagstone walkway. The flagstones are colored using the define colors, but the mortar between the stones is fixed at black.
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If the Flagstone texture is applied using a planar projection, there will be little variation in the W (Z axis). This will make the flagstone texture appear two-dimensional. To obtain a better result, use a Spatial texture projection to make the texture vary over the object’s surface. Then you could adjust the number of repeats using the UV Remap parameter. |
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Name |
The shader’s name. Enter any name you like, or leave the default. |
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Texture Space |
Defines the texture space the texture will be applied to. The projection can be defined per object or to all objects in the selection. Object Selection: When multiple objects are selected, defines whether changes are applied to all objects or a specific one. This control updates automatically as you select objects in the scene, as long as the property editor is not locked. Property Selection: Lets you choose a Texture Support. If no texture support has been defined, you can create one by clicking New. If a texture projection is already defined, you can edit it by clicking Edit. Edit: Opens the Texture Support property page for the defined texture projection. New: Defines the new texture projection to be created. You can choose from the following: • UV: Projects the texture along the U and V. • Planar XY: Projects the texture on X and Y coordinates only. • Planar XZ: Projects the texture on X and Z coordinates only. • Planar YZ: Projects the texture on Y and Z coordinates only. • Cylindrical: Projects the texture as though it is a cylinder wrapped around an object. • Spherical: Surrounds the object with a spherical mapping across the whole surface with some distortion. • Spatial: The texture is centered on the scene’s origin. • Cubic: Applies the texture onto the object by first assigning the object’s polygons to faces of a cube, and then projecting the texture onto each face by default. The layout of a cubic projection can be completely customized using the options in the Texture Support property editor. • Camera Projection: The texture is mapped relative to the camera’s center. In this coordinate system, the camera is the center of the “world,” with an up vector, looking toward the negative Z axis. The result resembles an image projected from a camera. The texture will move with the camera and will be affected by any scaling, rotation, and translation. • Unique Uvs (Polymesh): Applies a texture to polygon objects by assigning each polygon’s UV coordinates to its own distinct piece of the texture so that no two polygons’ coordinates overlap each other. • Advanced: Opens the Create Texture Support property page from which you can explicitly define a texture projection. |
Bump Mapping
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Enable |
Switches bump mapping on or off. |
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Bump Map Factor |
Defines how “bumpy” the bump map will be. A negative value will invert the bump inward and a positive bump map factor will bump outward. |
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Use Alpha |
Will use the texture’s alpha channel to achieve a bump map. |
Colors
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Color 1 |
Defines the first color of the flagstone pattern. |
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Color 2 |
Defines the second color of the flagstone pattern. |
Alpha
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Copy Alpha to RGB |
Multiplies the RGB channels with the alpha channel by the factor defined in the Alpha Strength parameter. |
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Alpha Strength |
Determines the factor by which the Alpha is multiplied with the RGB channels. |
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Mortar Width |
Defines the thickness of the mortar between the flagstones (or lead between pieces of stained glass). |
Bump Mapping
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Step |
Controls the U, V, and Z steps of a bump map. Use this parameter to “smooth” bumps or make them more jagged. |
Alternate
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U, V, Z |
Specifies whether every other copy of the repetition should be reversed so that the successive copies of the texture are alternated. |
Repeats
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Texture Repeats |
Contains the repetition factor in X,Y, and Z. A value of 2, for example, shrinks the texture so that it fits twice in a [0..1] interval. |
UV Remap
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Minimum, Maximum |
Determines the remapping of the texture image. For a 2D image, only X and Y are used. |
Color parameters can be connected to other textures or image processing shaders. For example, you can connect a different texture to Color 1 and Color 2 to create a mosaic of image clips. A texture’s scalar parameters can be altered to create interesting effects by applying Texture Generator shaders to them.
A texture shader has limitless capabilities in a render tree. It can texture an object, be used as a camera or light projection, define bump or displacement maps, or be blended with any number of other textures to create any effect.
Autodesk Softimage v.7.5