SOFT_COLOR_3D

THE BOX'S MAIN HELP:
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.

SEQ (input):
This must be an interger.  This is the sequence number,
each 3D texture must have an unique sequential number.
Numbers start at 0;


TYPE (input):
This must be an interger.  The default is 2 = clouds.
This is the type of 3D texture: 0 = marble, 1 = wood, 2 = clouds.

DIST (input):
This must be a scalar.  The default is 1.0.
This control the spaceing between the marble layers or the wood grains.

ANG (input):
This must be a scalar.  The default is 0.0, no rotation.
This is the number of degrees to rotate the texture.
45 is the maximun value.

AMP (input):
This must be a scalar.  The default is 1.0.
This controls the amplitude of the perturbation in bumping.

POW (input):
This must be a scalar.  The default is 0.0.
This controls the degree of the fractalizing within the noise.

DEG (input):
This must be an interger.  The default is 1.
This is the degree of the polynomial used to evaluate the texture.

W1 (input):
This must be a scalar.  These 3 floats control the distribution 
of the 5 colors.  Such that C0 is at 0, C1 is at weight1, 
C2 is at weight2, C3 is at weight3, and C4 is at 1.  
Therefore the weights must be specified in increasing order,
where:0 <= W1 <= W2 <= W3 <= 1.

W2 (input):
This must be a scalar.  These 3 floats control the distribution 
of the 5 colors.  Such that C0 is at 0, C1 is at weight1, 
C2 is at weight2, C3 is at weight3, and C4 is at 1.  
Therefore the weights must be specified in increasing order,
where:0 <= W1 <= W2 <= W3 <= 1.

W3 (input):
This must be a scalar.  These 3 floats control the distribution 
of the 5 colors.  Such that C0 is at 0, C1 is at weight1, 
C2 is at weight2, C3 is at weight3, and C4 is at 1.  
Therefore the weights must be specified in increasing order,
where:0 <= W1 <= W2 <= W3 <= 1.

C0 (input):
This must be a color.  The default is black.
This the 1st of 5 colors in the spread.
Such that C0 is at 0, C1 is at weight1, 
C2 is at weight2, C3 is at weight3, and C4 is at 1.  

C1 (input):
This must be a color.  The default is dark grey.
This the 2nd of the 5 colors in the spread.
Such that C0 is at 0, C1 is at weight1, 
C2 is at weight2, C3 is at weight3, and C4 is at 1.  

C2 (input):
This must be a color.  The default is grey.
This the 3rd of the 5 colors in the spread.
Such that C0 is at 0, C1 is at weight1, 
C2 is at weight2, C3 is at weight3, and C4 is at 1.  

C3 (input):
This must be a color.  The default is light grey.
This the 4th of the 5 colors in the spread.
Such that C0 is at 0, C1 is at weight1, 
C2 is at weight2, C3 is at weight3, and C4 is at 1.  

C4 (input):
This must be a color.  The default is white.
This the last of the 5 colors in the spread.
Such that C0 is at 0, C1 is at weight1, 
C2 is at weight2, C3 is at weight3, and C4 is at 1.  

TEX (output):
This returns the color from the tex pattern.

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