Graphics Reference
In-Depth Information
Processing
The Processing setting contains textures that are more closely tied to the geometry of the model than math-
ematical algorithms. For the most part, these textures are very simple, but the fact that they adapt to the
geometry of the scene or model makes them extremely powerful and useful. Starting with the simplest, the
Constant texture applies uniform color. The Process texture acts like a Photoshop adjustment layer and can
modulate the values of any other texture layer in the scene. The Gradient texture allows you to create simple
and complex gradients and to apply the values of the gradient to a wide variety of surface and texture attrib-
utes. The Weight Map texture applies color values based on user input per vertex as governed by a weight
map. These textures are covered in depth in Chapter 12.
Occlusion is based on the principle of Ambient Occlusion. Ambient Occlusion uses even ambient lighting
to emphasize convexity, concavity, slope, and even reflective angle. Because this texture is actually based
on a type of lighting, control is given to the quality of the finished texture. Increasing the Occlusion Rays
setting will smooth the texture and create a higher-quality finished look. Occlusion Distance controls the
depth of the effect. Variance and Variance Scale enable you to disturb the smooth gradation and create a
more mottled look. Spread Angle and Max Cavity Angle control the sensitivity of the texture to geometric
contours.
Special
The textures and other options available in the Special setting give you control over both more-complex and
more fine-tuned aspects of your scene and your materials. The Special setting houses shaders and render
outputs. Fur materials enable you to create the look of hair, fur, and other fibers. Surface Generators work in
conjunction with Replicators. This powerful scene-creation option allows you to place massive amounts of
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