Noise Displacement
material
This is a basic material which uses displacement to drive the color.
This is a basic material which uses the displacement value to drive the color. It has a choice of specular functions as well as a map for the specular color. There is a mask to control the amount of displacement in the designated areas. This material is a good basis for many rock materials. and is the basis for the marble and granite materials.
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 white. |
|
Tint with Point Color |
If this box is checked and the point color, ( |
|
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 only the size in the U direction. |
|
V Roughness |
When Anisotropic is selected, this value controls the size 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 edges 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:
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, in 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. |
Noise
|
Noise Bias |
This value shifts the median value of the noise by passing it through a power function. Values greater than 1, will dampen the noise down, whereas values less than 1 will sharpen the contrast between the noise values. |
|
Lower Noise Range |
The bounds of noise function are -0.5 to 0.5, This value control the size of the space between the rough areas. Higher values create more smooth space. This value should be less than Upper Noise Range, below. |
|
Upper Noise Range |
The bounds of noise function are -0.5 to 0.5, This value control the height of the rough areas. Lower values make the rough areas rougher. This value should be greater than Lower Noise Range, above. |
|
Noise Frequency |
The scale of the noise pattern. Larger values give smaller, but not more detailed, patterns. Smaller values will benefit from higher Octaves values. |
|
Noise Offset |
This vector positions the noise on the object in x, y and z. |
|
Noise Amplitude |
The bounds of noise function are -0.5 to 0.5, are multiplied by this value to determine the amount of displacement. Then is value is multiplied by the Overall Scale. Changes to this value may effect the choices for the Noise Range, above. |
|
Noise Roughness |
This value sharpens or softens the edges of the noise. Lower values are softer, higher values sharper. Sharper 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 should be plenty. This value can effects the Amplitude as well since the summing can result in higher base values. Changes to this value may also effect the choices for the Noise Range, above. |
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:
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.
|
|
True Displacements |
When running displacement shaders, whether the VEX variable P is actually moved (true displacement) or whether bump mapping will be performed. |