Concrete material

A basic material for a procedural concrete. The displacement drives the color.

See also: Materials , Oren diffuse

This is a basic matte material with no specular, though it is simple to add. The displacement is used to drive the color, shades of gray. There is a mask to control the amount of displacement in the designated areas. It a good material for any soft, powdery, non-reflective surface.

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.

Diffuse Intensity

A multiplier for the oren diffuse contribution to the material.

Diffuse Roughness

This value controls the size or spread of the oren diffuse contribution.

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 pale gray.

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

Spline Type

This selector chooses the way in which the colors are interpolated.

  • Catmull-Rom is a cardinal spline.

  • Linear is much like a mix but with more colors.

See spline for a more detailed discussion on splines.

Color 1

The next color in the spline. When the driver of the spline is 0.2, this is the color returned. Defaults to pale gray.

Color 2

The next color in the spline. When the driver of the spline is 0.4, this is the color returned. Defaults to light gray.

Color 3

The next color in the spline. When the driver of the spline is 0.6, this is the color returned. Defaults to white.

Color 4

The next color in the spline. When the driver of the spline is 0.8, this is the color returned. Defaults to medium gray.

Color 5

The last color in the spline. When the driver of the spline is 1, this is the color returned. Defaults to dark gray. More colors may be added as desired.

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, whereas values less than 1 will sharpen the pattern.

Pattern Lower Range

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

Lower values allow more the later 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 looser, larger pits.

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 Offset

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

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 effect the Amplitude as well since more summing can result in higher base values. Changes to this value may also effect 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.