Mold VEX node

Simulates anti-aliased mold.

See also: Banana Skin, Cavities, Global Variables, Lighting Model

This operator simulates anti-aliased mold.

You will first generate a material that outputs a color, then pipe its output into the Surface Color input of this operator.

The Mold Threshold (mthresh) input controls the contribution of the rotting agents, and represents a good candidate for animation at the shader level if tied to a Parameter operator. The lower the “mthresh” value, the greater the overall moldy area. To increase the percentage of core mold in the overall moldy area, bump up the value of the Core Mold Amplifier (coremult) parameter.

If the Surface Position (P), Normal Vector (N) and Surface Color (Cf) inputs are not connected, the global variables by the same name will be used instead. Typically, you will use Rest Position or UV Space Change as inputs for “P”, and any operator that yields a lit color, such as Shiny Metal or Lighting Model, as inputs for “Cf”. You will not need to touch “N” unless you wish to apply additional displacement to the mold. If you need to access the global variables directly, they are available from the Global Variables operator.

Usages in other examples

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