Stone
VEX node
Simulates a rough, non-descript stone material.
See also: Concrete, Marble, Rest Position, Stone Wall
This operator simulates a rough, non-descript stone material.
The stone displacement consists of noisy bumps and cavities, whose randomness is controlled by Bump Frequency (bfreq), Bump Amplitude (bamp) and Bump Roughness (brough). The amount of cavity chipping is determined by the Chip Amount (chip) input. By increasing the “chip” amount, you can make the stone look more porous. Additional displacement can be passed in through the Bump Amount (bump) input. For an example of how “bump” is used, see the Stone Wall operator.
The “Pepper” inputs refer to the additional color noise that is “peppered” over the stone surface to make it look more realistic. The look of the pepper noise is controlled by three inputs: Pepper Amplitude (pamp), Pepper Roughness (prough), and Bump Frequency (bfreq). The Pepper Color (peppercolor) specifies its color.
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 stone surface using an operator such as Bump Noise. 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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