Enhance:AM Space Series
AM_Windows Texture
This texture creates a series of rectangular windows. These can be smoothed and turn off or on. There is also the ability to illuminate windows to create banks of unlit/lit lights.
Function Parameters
Horizontal Minimum This parameter sets the minimum horizontal distance between the windows.
Horizontal Maximum This parameter sets the maximum horizontal distance between the windows.
Vertical Minimum This parameter sets the minimum vertical distance between the windows.
Vertical Maximum This parameter sets the maximum vertical distance between the windows.
No Of Windows On This parameter sets the percentage of the windows that are deemed to be on, i.e. windows that are drawn or displayed as being bright.
Window Smoothing This parameter controls the smoothing on the edge of the windows.
Draw Unlit Windows This switch controls whether windows deemed to be off are drawn. The only works when the ambience control is also enabled.
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.
Window Color
Color1 and Color2 These two colors are mixed to provide the actual color for each window.
Enable Color1 and 2 These two switches determines whether color1 and color2 are used. If enabled the color will be used otherwise the current object's color is used.
Opacity This parameter controls the opacity of the grout color. At a value of zero the grout color is not used and the underlying color shows through, At 100% the grout color is applied full on. Values in between give varying degrees of opacity.
Mix Others This switch controls whether the value used to mix the windows colors is used to control any attributes applied to the object. In other words, if enabled, any attributes currently being controlled by the shader will be modulated is the same way as the color otherwise a constant value is used.
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.
Bump
Bump Height This parameter determines the height of the bumps when positive or the depth of the pits when negative.
Bottom Clip This parameter sets the clipping depth of the bumps. When the bumps are positive then this value sets the depth at which they are clipped. If the bumps are negative, i.e. pits, then this parameter sets the height at which the peaks are clipped.
Top Clip This parameter sets the clipping height of the bumps. When the bumps are positive then this value sets the height at which they are clipped. If the bumps are negative, i.e. pits, then this parameter sets the depth at which the valleys are clipped.
Noise Parameters
Noise Controls Click Me for information about all the Noise controls.


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