SOFT_COLOR_2D Click box to see full description |
This does a 2D texture lookup and various operations on that texture. MAP is the texture file. MODE is the texture mapping method. REPU # of repetitions in the U direction. (tiling) REPV # of repetitions in the V direction. (tiling) ALTU flip alternate tiles in U? (butterflying) ALTV flip alternate tiles in V? (butterflying) UWRAP wrap the texture in the U direction? VWRAP wrap the texture in the V direction? SWAP swap U and V coordinates? MINU, MAXU, MINV, MAXV control cropping of the map. XFORM transforms the texture coordinates. |
SOFT_COLOR_3D Click box to see full description |
This selects a predefined 3D texture. TYPE is the type of texture. SEQ is the sequence number. DIST is the distance between the marble layers or the wood grains. ANG is the angle of rotation on the texture. AMP is the amplitude of the noise in the texture. POW is the degree of the fractalizing within the noise. DEG controls the degree of the polynomial. WT1, WT2, WT3 control the distribution of the 5 colors in the texture. C0, C1, C2, C3, C4 define the colors in the texture. # XFORM transforms the texture coordinates. |
NOISE1D Click box to see full description |
This function generates single dimensional noise. The return value is a scalar which lies in the range [0,1]. |
NOISE2D Click box to see full description |
This function generates two-dimensional noise. The return value is a scalar which lies in the range [0,1]. |
NOISE3D Click box to see full description |
This function generates three-dimensional noise. The return value will be a scalar which lies in the range [0,1]. |
NOISEC Click box to see full description |
This function generates three-dimensional noise. It returns a color whose rgb components lie in the range [0,1]. |
NOISEV Click box to see full description |
This function generates three-dimensional noise. It returns a vector whose components lie in the range [0,1]. |
NOISE_GRAD1D Click box to see full description |
This function generates single dimensional noise. A is the scalar seed for the noise function. G will contain the gradient of the computed texture at A. The return value is a scalar which lies in the range [0,1]. |
NOISE_GRAD2D Click box to see full description |
This function generates two-dimensional noise. U and V are the scalar seeds for the noise function. GU and GV will contain the gradient of the computed texture at U,V. The return value is a scalar which lies in the range [0,1]. |
NOISE_GRAD3D Click box to see full description |
This function generates three-dimensional noise. PP is the vector seed for the noise function. GG is the vector for the gradient of the computed texture at PP. The return value will be a scalar which lies in the range [0,1]. |
SNOISE1D Click box to see full description |
This function generates signed single dimensional noise. The return value will be a scalar which lies in the range [-1,1]. |
SNOISE2D Click box to see full description |
This function generates signed two-dimensional noise. U and V are scalar seeds to the noise function. The return value will be a scalar which lies in the range [-1,1]. |
SNOISE3D Click box to see full description |
This function generates signed three-dimensional noise. The return value will be a scalar which lies in the range [-1,1]. |
SNOISEC Click box to see full description |
This function generates signed three-dimensional noise. It returns a color whose rgb components lie in the range [-1,1]. |
SNOISEV Click box to see full description |
This function generates signed three-dimensional noise. It returns a vector whose components lie in the range [-1,1]. |
SANDY1D Click box to see full description |
This function returns a sandy pattern. The return value will be float which lies in the range [0,1]. The higher the frequency, the finer the grain. |
SANDY2D Click box to see full description |
This function returns a sandy pattern. The return value will be scalar which lies in the range [0,1]. The higher the frequency, the finer the grain. FX is the frequency for the the first seed. FY is the frequency for the the second seed. XX is the first seed for the noise function. YY is the second seed for the noise function. |
SANDY3D Click box to see full description |
This function returns a sandy pattern. The return value will be scalar which lies in the range [0,1]. The higher the frequency, the finer the grain. |
SANDYC Click box to see full description |
This function returns a sandy pattern. It returns a color whose rgb components lie in the range [0,1]. The higher the frequency, the finer the grain. |
SANDYV Click box to see full description |
This function returns a sandy pattern. It returns a vector whose components lie in the range [0,1]. The higher the frequency, the finer the grain. |
VLNOISE Click box to see full description |
This function returns a Very Large Noise pattern. PP must be a vector, this is the seed to the noise function. FQ controls the frequency of the noise. |
BRICKS Click box to see full description |
This function returns a brick pattern. U controls the direction of the width of the bricks. V controls the direction of the height of the bricks. BW is the width of the bricks. BH is the height of the bricks. MW is the width of the mortar. |
CHECKS Click box to see full description |
This function generates a checkered pattern. |
DIAGONALS Click box to see full description |
This function generates a diagonal pattern. |
DOTS Click box to see full description |
This function returns a dotted pattern. |
ROUGH Click box to see full description |
This function returns a roughed up pattern. The return value is a float. PP is a varying point which is the seed to the noise function. DIR controls the direction of the pits. FQ controls the frequency of the pits. PIT controls the size of the pits. DEP controls the depth of the pits. |
ROUGHC Click box to see full description |
This function returns a roughed up pattern. The return value is a color. PP is a varying which is the seed to the noise function. DIR controls the direction of the pits. FQ controls the frequency of the pits. PIT controls the size of the pits. DEP controls the depth of the pits. |
ROUGHV Click box to see full description |
This function returns a roughed up vector. PP is a varying vector which is the seed to the noise function. DIR controls the direction of the pits. FQ controls the frequency of the pits. PIT controls the size of the pits. DEP controls the depth of the pits. |
SCREEN Click box to see full description |
This function generates a screening pattern. FU controls the number of the wires horizontally. FV controls the number of the wires vertically. U controls the direction of the horizontal wires. V controls the direction of the vertical wires. WID controls the width of the screening. FUZ is the antialiasing filter width. |
SPATTER Click box to see full description |
This function returns a spattered pattern. DIA is the diameter of the smallest spatter. NUM is the number of different sizes of spatters. ATT controls the sharpness or attenuation of the edge of the spatters. |
SPECKLE Click box to see full description |
This function returns a speckled pattern. FQ is the frequency or density of the speckles. NUM is the number of different shades of speckles. ATT controls the sharpness or attenuation of the edge of the speckles. |
STRIPES Click box to see full description |
This function generates a striped pattern. |
BEATEN Click box to see full description |
This function returns a beaten pattern. PP is the seed to the turbulence function. INC controls the variance in the turbulence function. FQ controls the frequency or density of the pattern. OCT controls the number of octaves in the turbulence. |
BRUSHED Click box to see full description |
This function returns a pattern which resembles the brushstokes in paint. PP is the seed to the turbulence function. DIR is the axis the brushstrokes run along. FQ controls the frequency of brushstokes. LEN controls the length of the brushstokes. OCT is the number of interations through the turbulence function. |
CLOUDY Click box to see full description |
This function returned an cloudy pattern. PP is the seed to the turbulence function. HGT controls the thickness of the clouds. FREQ controls the frequency of the clouds. OCT controls the amount of turbulence in the clouds. |
DENTED Click box to see full description |
This function returned an dented pattern. PP is the seed to the turbulence function. HGT controls the height of the dents. FQ controls the frequency of the dents. OCT controls the amount of turbulence in the dents. |
FEATHERY Click box to see full description |
This function returns a feathery pattern which range over [-1,1]. PP is the seed to the turbulence function. FQ controls the frequency of the feathers. OCT controls the amount of turbulence in the feathers. |
FLAMES Click box to see full description |
This function simulates flames. PP is the seed for the turbulence. FRM is the current frame used for animation. SPD is the speed of the animation. SCL controls the scaling on the flames. OFF controls the offset on the flames. FQ controls the frequency of turbulence in the flames. OCT controls the amount of turbulence in the flames. HGT controls the height of the flames. AMP controls the amplitude of the turbulence. |
FLUFFY Click box to see full description |
This function returned an fluffy pattern. PP is the seed to the turbulence function. FQ controls the frequency of the pattern. OCT controls the amount of turbulence in the pattern. |
GRANITE Click box to see full description |
This function returns a granite pattern. PP is the seed for the turbulence function. FQ controls the frequency or density of the grain. OCT controls the amount of the turbulence. |
MARBLED Click box to see full description |
This function returned a marbled pattern. PP is the seed for the turbulence function. FQ controls the frequency of the marbling. SHF shifts the contrast in the turbulence function. OCT is the number of interations through the turbulence function. |
MOTTLE Click box to see full description |
This function returns a mottled pattern. PP is the seed for the turbulence function. FQ controls the amount of mottling. OCT controls the number of interations through the turbulence function. |
PUDDLES Click box to see full description |
This function returns a puddling pattern. PP is the seed to the noise function. FQ controls the frequency of the pattern. OCT controls the amount of turbulence in the pattern. |
PUFFY Click box to see full description |
This function returned an puffy pattern. PP is the seed for the turbulence function. FQ controls the frequency of the puffs. OCT controls the amount of turbulence in the puffs. |
RUST Click box to see full description |
This function generates a fractal pattern which looks like rust. PP is the seed for the turbulence function. FQ controls the frequency of the pattern. OCT controls the amount of turbulence in the pattern. |
STREAKED Click box to see full description |
This function returns a streaked pattern. PP is the seed to the turbulence function. DIR controls the direction of the streaks. FQ controls the frequency of the streaks. LEN controls the length of the streaks. MAG controls the magnitude of the streaks. |
THREADS Click box to see full description |
This function returned a very fine wispy pattern. X and Y control the direction of the pattern. ANG is the increment for the turbulence. OCT controls the amount of turbulence in the pattern. DEN controls the density in the pattern. |
WISPY Click box to see full description |
This function returned an wispy pattern. X and Y control the direction of the pattern. ANG is the increment for the turbulence. OCT controls the amount of turbulence in the pattern. DEN controls the density in the pattern. |
WOODGRAIN Click box to see full description |
This function returned a woodgrain pattern. PP is the seed to the turbulence function. NUM controls the number of rings. FQ controls the frequency of the turbulence in the rings. OCT controls the amount of turbulence in the rings. SWL controls the amount of swirl in the rings. |
VERTICAL Click box to see full description |
This function returns a vertical gradient. V controls the direction. SCL scales the rate of the gradient. OFF offsets the gradient. FROM is the starting color. TO is the ending color. |
HORIZONAL Click box to see full description |
This function returns a horizonal gradient. U controls the direction. SCL scales the rate of the gradient. OFF offsets the gradient. FROM is the starting color. TO is the ending color. |
RADIAL Click box to see full description |
This function returns a radial gradient. U controls the "around". SS scales the rate of the gradient around. SOF offsets the gradient around. V controls "across" the gradient. TS scales the rate of the gradient across. TOF offsets the gradient across. FROM is the starting color. TO is the ending color. |
GLOW Click box to see full description |
This function generates a glow, which falls off at the edges of the object. |
JUPITER Click box to see full description |
This returns randomly colored stripes. |
STARS Click box to see full description |
This returns pinpoints. PP is the seed for the noise. FQ controls the number of stars. THR is a threshold value, the closer to 1, the more stars. |
VENUS Click box to see full description |
This returns a twisted turbulence pattern which resembles venus. PP is the seed for the noise. OFF offsets the pattern. SCL scales the contrast in the pattern. ROT controls the amount of rotation in the pattern. FQ controls the amount of turbulence in the pattern. OCT is the number of octaves for the turbulence function. |
RIPPLES Click box to see full description |
This function generates a rippling pattern. |
SAWTOOTH Click box to see full description |
This function generates a sawtooth wave pattern. U controls the direction of the waves. NUM controls the number of waves. HGT controls the height of the waves. |
SQUAREWAVE Click box to see full description |
This function generates a sqaurewave pattern. U controls the direction of the waves. FQ controls the number of waves. HGT controls the height of the waves. WID controls the width of the crest. |
TRIANGLEWAVE Click box to see full description |
This function generates a triangle wave pattern. U controls the direction of the waves. NUM controls the number of waves. HGT controls the height of the waves. |
UNDERWATER Click box to see full description |
This function returned an ripply pattern. PP is the surface point. FQ controls the amount of ripple in the pattern. STR controls the amount of stretch in the pattern. INT controls the intensity of the pattern. |
FURRY Click box to see full description |
This returns a furry pattern. LEN controls the length of the fur. THK controls the thickness of the fur. U and V control the direction of the fur. |
LEATHER Click box to see full description |
This function returns a leather pattern. PP is the seed to the turbulence function. HGT controls the height of the bumps. BMP controls the frequency of the bumps. GRN controls the grain in the bumps. OCT controls the amount of turbulence in the bumps. CRK controls the frequency of cracks in the pattern. DEN controls the amount of turbulence in the cracks. |
LIZARD Click box to see full description |
This function returns a lizard skin pattern. FU controls the frequency of the pattern horizontally. FV controls the frequency of the pattern vertically. U controls the horizonal direction of the pattern. V controls the vertical direction of the pattern. |
SKIN Click box to see full description |
This function returns a skin pattern. FU controls the frequency of the pattern horizontally. FV controls the frequency of the pattern vertically. U controls the horizonal direction of the pattern. V controls the vertical direction of the pattern. |
SNAKE Click box to see full description |
This function returns a snaky pattern. |
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