Sea Foam material

This is an basic material with a displacement to simulate foam.

See also: Texture, , Materials

This is an basic material using a displacement to simulate foam. There is also a choice of specular functions. A texture map can be used for positioning the foam on the surface.

Parameters

Surface

Diffuse Intensity

A multiplier for the diffuse contribution to the material.

Use Base Color

If this box is not checked, the Base Color is ignored. Defaults to on. If Use Base Color, Use Point Color and Use Color Map are all off, the surface color will be white.

Base Color

This is the main surface color for the material. Defaults to very pale blue.

Use 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. If Use Base Color, Use Point Color and Use Color Map are all off, the surface color will be white.

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.

Color Map

Use Color Map

If this box is checked the Base Color is multiplied by the specified texture map. Defaults to off. If Use Base Color, Use Point Color and Use Color Map are all off, the surface color will be white.

Base Color Map

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

Color Map Wrap

Determines what the texture looks like when the texture coordinates are larger or less than 0 to 1. See texture for more information.

  • 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.

Color Map Filter

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

Color Map Width

This is the width in pixels used by the filter in both u and v directions. See texture for more information.

Color Map Border

The color used outside the map if Decal Wrap is selected. See texture for more information.

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 specular highlight in only the U direction.

V Roughness

If Anisotropic is selected, this value controls the specular highlight in only the V direction. It is ignored with any other specular function.

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.

Displacement

Overall scale

Controls the overall scale of the rough areas.

Foam

Foam Edge

This value dictates the level at which the foam turns off. Higher values create more space and less foam.

Foam Width

This value controls the width of the foam. Lower values shrink the amount of foam. Higher values mean the foam covers more of the surface.

Foam Evolution

This is the 4th dimension of the pattern which allows the foam to change over time. This is defaulted to $T*0.1.

Tendril Frequency

The size of the foam tendrils. Larger values give more, narrower tendrils.

Lace Frequency

The scale of the foam lace. Larger values give a finer grain to the foam

lace. Larger values should use a lower Foam Detail value.

Foam Offset

This vector positions the noise on the object in x, y and z. See foamy for more information.

Foam Roughness

This value sharpens or softens the edges of the foam. Lower values are softer, higher values sharper. A value between 0.2 and 0.8 is recommended. Sharper edges may cause aliasing issues in motion.

Foam Detail

This value controls the amount of detail in the foam. This is the number of times the noise function is called and summed. If the Lace Frequency is high, there is no need for much detail, 1 or 2 should be plenty.

Foam Holes

This value shifts the median value of the noise. Values greater than 1, will generate larger holes in the foam noise, whereas values less than 1 smooth the foam and increase the coverage.

Location

Use Location Map

If this box is checked the specified texture map used for the displacement. Defaults to on. If there is no map, there is no displacement.

Location Map Channel

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

Location Map

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

Location Map Wrap

Determines what the map returns when the texture coordinates are larger than 1 or less than 0. See texture for more information.

  • 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.

Location Filter

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

Location Filter Width

This is the width in pixels used by the filter in both u and v directions. See texture for more information.

Location Border Color

The color used outside the map if Decal Wrap is selected. See texture for more information.

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.