Enhance:AM Panels Series
AM_PanelRust Texture
This texture applied a rust edged tile pattern to the object. It is intended to be after AM_DeathStar to dirty up the DeathStar tiles.
Function Parameters
Panel Rust This parameter controls amount of rust or dirt applied to each tile.
Panel Rust Scale This parameter controls scaling or graininess of the rust or dirt applied to each tile.
Panel Grout This parameter controls the width of the grout between the tiles used as the template for the rust.
Panel Disturb This parameter controls how disturbed or concentric the tiles are. A value of one gives tiles the are perfectly spaced. As this value is increased or decreased the tiles will become more and more disturbed and varied.
Function Octaves This parameter sets the number of iterations used by the texture function. The higher the number the more and finer the detail.
Wave Type This control allows one of seven different function wave types to be used. By passing the texture function through a waveform generator different shader patterns can be created. These are shown below:

Axis Parameters
Scale These three parameters control the size of the texture in the X, Y and Z direction respectively. The textures are applied to an object based on a texture axes where the size of the axes controls the size of the texture. These parameters therefore control the scale of the texture axes and therefore the size of the texture.
Center These three parameters control the center of the texture with respect to an object's center point. The textures are applied to an object based on a texture axis the center of the texture axis is by default at the center point for the object. The center texture axis can be moved away from the center point by adjusting these parameters. These three parameters control the translation of the center of the texture in the X, Y and Z axis respectively.
Rotate These three parameters control the orientation of the texture with respect to the object. The textures are applied to an object based on a texture axis that is by default lined up to the X, Y and Z axis of the object. The texture can then be rotated with respect to the object about the texture axes center using these three parameters.
Axis This parameter sets the direction along which, or around which, the texture pattern will be applied.
Color Map
Colors 1 to 6 These six colors set the six colors that are interpolated between by the texture function. The texture function is a value that varies between 0.0 and 1.0. The way this varies is specific for each texture type and defines the texture's pattern. This value is used to map to these colors based on the six blend points (Blends 1 to 6). For example, if you set Color1 to red and Color2 to green with Blend1 at 0.0 and Blend2 to 100.00 you are saying, start with red at the beginning of the texture function and blend to green by the end. For information about Color Maps Click Me.
Colors Enable 1 to 6 Each color may be disabled by turning OFF its respective Color Enable switch. When this is done the current object's color will be used instead.
Opacity This parameter controls the opacity of the applied color. This allows control over how the texture affects the current color of the object. This means that part of the current texture can be made clear (allowing the object's current color to show through) or opaque (totally obscuring the object's current color). Any amount of opacity can be derived between these two extremes. The opacity parameter allows the minimum opacity to be set. Control over the layering is provided using the alpha values in conjunction with the blend points (The Do Layering switch must be ON).
Do Layering This switch controls whether the colors are layered based on the current alpha map settings. By switching it ON and setting the appropriate alpha values parts of the color map can be made transparent so that the underlying color is exposed.
Do Blending This switch controls the blending of the color and alpha maps. If it is switched ON then blending will occur. If it is switched OFF then no blending will occur causing discrete, stepped transitions. NOTE When blending is disabled the value of Blend 1 must be greater than 0% for Color 1 to be applied.
Force Attributes This switch controls how the layering of the textures affects the transparency, reflectivity, etc. With this option ON any transparency, reflectivity, etc are forced irrespective of the current texture attributes. This does mean however that you cannot make a transparent area opaque or a reflective area non-reflective. By switching this option OFF attributes can be layered. NOTE In order for this to work the base affect must first be set. So, to properly control the transparency the base transparency must first be set (This must be done using another Enhance:AM texture).
Blends
Blends 1 to 6 These six parameters define the six blend points that are used to control the interpolation of the colors and alpha values across the texture function. The blend points work in the following manner:

Blend Color Alpha
0 to B1 Solid Color 1 A1
B1 to B2 Color 1 to Color 2 A1 to A2
B2 to B3 Color 2 to Color 3 A2 to A3
B3 to B4 Color 3 to Color 4 A3 to A4
B4 to B5 Color 4 to Color 5 A4 to A5
B5 to B6 Color 5 to Color 6 A5 to A6
B6 to 100 Solid Color 6 A6

Alpha Map
Alpha 1 to 6 These six parameters define the six alpha values for the texture. In the same way as the colors are interpolated so are the alpha values (again using the blend points Blends 1 to 6 as shown in the table above). These alpha values form an alpha map that can then be used to affect or control the layering, the Transparency and its associated settings, the Specularity and its associated settings, the Reflectivity, the Reflectivity Falloff, the Diffusion Falloff, the Ambience, the Roughness, the Roughness Scale and the Radiance. For information about Alpha Maps Click Me.
Affect Others
Diffuse Falloff The alpha map, created by the alpha values, the blend points and the texture function can control the Diffuse Falloff on the object. This parameter controls the maximum possible Diffuse Falloff. This means that the range will be between 0% and the Diffuse Falloff setting modulated by the Alpha Map. A switch is provided that determines whether the alpha map is used to affect the Diffuse Falloff. For information about Alpha Maps Click Me.
Ambience As with the Diffuse Falloff the Ambience of the object can be controlled by the current alpha map.
Reflectivity As with the Diffuse Falloff the Reflectivity of the object can be controlled by the current alpha map.
Reflectivity Falloff As with the Diffuse Falloff the Reflectivity Falloff of the object can be controlled by the current alpha map.
Roughness As with the Diffuse Falloff the Roughness of the object can be controlled by the current alpha map.
Roughness Scale As with the Diffuse Falloff the Roughness Scale of the object can be controlled by the current alpha map.
Radiance As with the Diffuse Falloff the Radiance of the object can be controlled by the current alpha map.
Affect Specularity
Specular Color This is the color will be used for the specular color unless the Use Derived Color is switched ON.
Affect Specular Color When this switch is ON the color of the specular highlight will be affected by the texture assuming an alpha map has been set up.
Use Derived Color If the Use Derived Color is OFF then the preset Specular Color, as above, is used otherwise if it is ON then the color result from the actual texture is used.
Specular Size The alpha map, created by the alpha values, the blend points and the texture function can control the Specular Size on the object. This parameter controls the maximum possible Specular Size. This means that the range will be between 0% and the Specular Size setting modulated by the Alpha Map. A switch is provided which determines whether the alpha map is used to affect the Specular Intensity. For information about Alpha Maps Click Me.
Specular Intensity As with the Specular Size the Specular Intensity of the object can be controlled by the current alpha map.
Affect Transparency
Transparency The alpha map, created by the alpha values, the blend points and the texture function can control the transparency of the object. This parameter controls the maximum possible transparency. This means that the range will be between 0% and the transparency setting modulated by the Alpha Map. A switch is provided which determines whether the alpha map is used to affect the transparency. For information about Alpha Maps Click Me.
Density As with the Transparency the Density of the object can be controlled by the current alpha map.
Refraction As with the Transparency the Refraction of the object can be controlled by the current alpha map.
Translucency As with the Transparency the Translucency of the object can be controlled by the current alpha map.
Noise Parameters
Noise Controls Click Me for information about all the Noise controls.


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