Mesa Granite material

A warm terracotta granite material with soft brown, black and teal accents. This material uses the displacement value to drive the color choice.

See also: Materials , Texture

This is a granite material which uses the displacement value to drive the spline choosing the colors. It has a choice of specular functions as well as a mapping for the specular contribution. There is a mask to control the amount of displacement in the designated areas.

Parameters

Surface

Ambient Intensity

A multiplier for the ambient contribution to the material. The ambient lighting model only looks at the ambient lights in the scene. If there are no ambient light, this slider will have no affect.

Lambert Intensity

A multiplier for the diffuse contribution to the material.

Use Base Color

If this box is not checked, the Base Color is ignored and white is substituted. Defaults to on.

Base Color

This is the base color for the material. In this material, the displacement value is imported into the surface shader using dimport. This value drives the spline which selects the Base Color. This color is used as the initial color in the spline. When the displacement value is 0, this is the color returned. Defaults to terracotta.

Tint with Point Color

If this box is checked and the point color, (Cd), is defined, then Cd is multiplied with the Base Color. Defaults to on.

Opacity

The opacity color for this material.

Use Point Alpha

If set, the Alpha attributes will be multiplied into the final Opacity. If no Alpha Attribute exists, Opacity is unaffected.

Colors

For additional information on ramps see the Ramp Parameters help.

Specular

Specular Intensity

A multiplier for the specular contribution to the material.

Specular Color

The specular highlight color, defaults to white.

U Roughness

This value controls the size or spread of the specular highlight. If Anisotropic is selected, this value controls the size only in the U direction.

V Roughness

If Anisotropic is selected, this value controls the size of the specular highlight in the V direction.

Sharpness

This value controls the sharpness of the edge of the specular highlight. It is used only if Glossy specular is selected.

Specular Type

A selector for the specular function. Anisotropic is used to get an elliptical highlight. Glossy is typically used for highly reflective materials to get a sharp edged highlight. See specular for more information.

Specular Map

Use Specular Map

If this box is checked, the specular color is multiplied by the texture in Specular Map. Defaults to off.

Specular Map

This the name of the texture file. The icon to the right opens a file browser.

Spec Map Wrap

Determines what the texture looks like when the texture coordinates are larger or less than 0 to 1. The options are:

  • Repeat means the texture will repeat (tile).

  • Streak means the texture color at the edges is clamped and streaks outside the map.

  • Decal sets the color outside the texture map to the Border Color.

See texture for more information.

Spec Map Filter

Type of anti-aliasing filter used. See texture for more information.

Spec Map Width

Filter width is the number of pixels, for both u and v directions, to use in filtering.

Spec Map Border

The color used outside the map if Decal Wrap is selected.

Displacement

Overall scale

Controls the overall scale of the rough areas.

Pattern Bias

This value shifts the median value of the pattern. Values greater than 1, will dampen the noise down,

so that more of lower numbered colors show up. Whereas values less than 1 will sharpen the pattern and the higher numbered colors will show up more.

Pattern Lower Range

This value dictates the level at which the pattern goes to 0. It controls the amount of the base and first colors show through.

Higher values create more smooth space and less displacement. This value should be less than Pattern Upper Range, below.

Pattern Upper Range

This value dictates the level at which the pattern goes to 1.

Lower values allow more of the higher numbered colors to show through. This value should be greater than Pattern Lower Range, above.

Noise

Noise Frequency

This value controls size and the color of the speckles. Higher values give smaller grain; lower values, looser, larger speckles.

Noise Offset

This vector positions the noise in x, y, and z.

Noise Amplitude

This is the maximum value of the noise function. Changes to this value may effect the choices for the Pattern Range, above.

Noise Roughness

This value sharpens or softens the edges of the noise. Lower values are softer, higher values sharper. Very sharp edges may cause aliasing issues in motion.

Noise Octaves

This value controls the amount of details in the noise. This is the number of times the noise function is called and added to the previous value. If the Frequency is high, there is no need for so much detail, 1 or 2 octaves should be plenty. Higher octaves can affect the Amplitude as well since the summing can result in higher base values. Changes to the number of octaves

may also affect the choices for the Noise Range, above.

Limit Mask

Use Displace Mask

If this box is checked, the Overall Scale is multiplied by the texture map in Displacement Mask. Defaults to off.

Displacement Mask

This the name of the mask file. The icon to the right opens a file browser.

Mask Channel Select

Picks which channel of the texture is used for the mask. This allows using the one map for 3 masks. The default is lum which uses the luminance of all the channels in the texture as the mask.

Mask Wrap

Determines what the texture looks like when the texture coordinates are larger or less than 0 to 1. The options are:

  • Repeat means the texture will repeat (tile).

  • Streak means the texture value at the edges is clamped and streaks outside the map.

  • Decal sets the color outside the texture map to the Border Color.

See texture for more information.

Mask Filter Type

Type of anti-aliasing filter used. See texture for more information.

Mask Filter Width

Filter Width is the number of pixels, in both u and v directions, to use in filtering.

Mask Border Color

The color used outside the map if Decal Wrap is selected. This should be selected based on the Displacement Offset.

Properties

Displacement Bounds

Usually tying this value to the displacement Overall Scale should work well. However making the displacement bounds as small as possible, without causing "rips" in the render, can lower render times. See render properties for more information.

Displacement Space

The space in which you specify displacement bounds. The default, "Bounds specified in object space" is the recommended value.

  • object Displacements occur in object space.

  • camera Displacements occur in camera space.

  • world Displacements currently an alias for camera.

True Displacements

When running displacement shaders, whether the VEX variable P is actually moved (true displacement) or whether bump mapping will be performed.