Cardboard VEX node

Simulates a rough, anti-aliased cardboard surface.

See also: Egg Shell, Furrows, Global Variables, Stone Wall

This operator simulates a rough, anti-aliased cardboard surface.

If you are looking for a corrugated look, you can either use Furrows in a separate displacement shader, or pipe the “dispN” output of the Furrows operator into the Normal (N) input of this operator as a bump map. We recommend the former.

Other materials, such as ragged paper and rough walls can also be simulated with this operator by changing the Surface Color (scolor) input and possibly other parameters. Since all this operator does is a noisy displacement followed by a call to the lighting model, it truly is much more generic than its name suggests. For example, it was used to simulate grout in the Stone Wall operator.

If the Position (P) input and the Normal (N) input are not connected, the global variables by the same names will be used instead. Typically you will use Rest Position or UV Space Change as inputs for “P”, and will not touch “N” unless you want to apply additional displacement to the surface using an operator such as Furrows. If you need to access the global variables directly, they are available from the Global Variables operator.

Usages in other examples

Example name Example for