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220.127.116.11 - texturemap (SceneScript element)
<texturemap "T" P1 P2 P3>
This language element may be used inside a <trait> block.
The <texturemap> language element allows you to apply procedural textures to objects. This has priority over imagemaps, so if you texturemap, any imagemap will not appear. Bump mapping works with texturemaps. "T" is the name of the specific texture. P1, P2 and P3 are the parameters (if any) to the texure being used; if a texture uses less than the available parameters (indicated in the following table by n/a), you do not need to specify the remaining ones.
The <texturemap> language element uses the three color statements ( <color0> , <color1> and <color2> ) to source colors to be used in the various textures. Not all textures use all the colors; colors used are indicated.
In the following table, the suggested numbers are for a sphere of radius 4. As object sizes in the rendering space change, the textures may change as well, requiring readjustment of parameters. However, texture behavior is independent of rendering resolution.
If you desire to use a texture as a 3d global texture over more than one object, you must use the <axis> language element. The <axis> and </axis> language elements provide the 3d texture engine with a point of reference.
See also the <seed> language element.
0.0-1.0 - try .99 ||n/a ||n/a ||Creates speckles of <color1> against <color0> |
|sinex ||Amplitude 0-1 ||Frequency 1-n ||n/a ||Creates sine(x position) of <color1> against <color0> |
|sinexy ||Amplitude 0-1 ||Frequency 1-n ||n/a ||Creates sine(x position) of <color1> against <color0> and sine(y position) of <color2> against <color0> |
|cloud ||Turbulence - try 8 ||Scatter - try .01 ||Threshold - try .66 ||Creates clouds against sky ranging from <color0> at base of sky to <color1> at dome of sky|
|marble ||Complexity - try .01 ||Turbulence - try 15 ||n/a ||Creates Marble of <color1> (vein) against <color0> (matrix)|
|wood ||Complexity - try .0025 ||Turbulence - try 1 ||Burl - try 25 ||Creates Wood of <color1> (pith) against <color0> (skin)|
|sediment ||Complexity - try .05 ||Disturbance - try .05 ||Zonedensity - try 50 ||Creates Sedimentary layers of <color2> (layers) against <color0> at base (matrix) and <color1> at max altitude (matrix)|
|iris ||cycles (try 20.7) ||color mix amplitude || <color2> distance ||Creates radial iris <color1> against <color0> from center shifting to <color2> at edge.|
|checker ||X distance ||Z distance ||n/a ||Creates checker texture of <color0> and <color1> .|
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WinImages F/x, Morph and all associated documentation
Copyright © 1992-2007 Black Belt Systems ALL RIGHTS RESERVED Under the Pan-American Conventions
WinImages F/x Manual Version 7, Revision 6, Level A
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