Stone Wall VEX node
Simulates an anti-aliased stone wall.
This operator simulates an anti-aliased stone wall.
The number of stones is roughly determined by the Cell Frequency (cfreq) input. The shape of each piece of stone is controlled by the Shape Frequency (sfreq) and Shape Amplitude (samp) inputs. The higher either value, the more distorted the shape.
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.
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.
Finally, the grooves between the stones come with size (gwidth), softness (gsoft) and grout (groutcolor, gfreq, gamp) controls.
If the Position (P), Normal (N) and texture coordinate (s t) inputs 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 Shading Layer Parameter as the input for “s” and “t”. You will not touch “N” unless you want to apply additional displacement to the stone wall using an operator such as Bump Map or Furrows. 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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