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Typically, this operator is used in a displacement shader with the output used as the displacement amount. This value can be made an export parameter for import into the surface shader to control the opacity and/or color.
The width of the wires.
The number of wires along the s direction.
The number of wires along the t direction.
U coordinate. This should be connected to the s output of uvcoords. If it is not connected, the global s will be used instead.
V coordinate. This should be connected to the t output of the uvcoords. If it is not connected, the global t will be used instead.
This is a float between 0 and 1.