TS_CrumpleB
This texture sort of does the used-tinfoil/crumpled-and-flattened-back-out-paper-bag look. Just adding color does something that looks like the canals of Mars, and using the bump adjustment will make the surface appear crumpled, like wrinkled metal. There is a clipping function that lets you flatten out the tops of the creases or the bottoms of the 'crumples'. By reversing the crumple you get a very convincing hide pattern.
Parameters
Color Clip This parameter determines the amount by which the color is clipped in each of the patterns features. The higher the value the more there is clipping. In the case of the bumps the color clip controls the overall depth of the pattern's features.
Dispersion This parameter controls how many of the possible pattern features are drawn. By reducing the value less and less of the features will be displayed.
Scale These three controls scale the shader in the X, Y and Z axis. The bigger each of the values the smaller the shader pattern will appear.
Center These three controls position the center of the shader in the X, Y and Z axis. It is possible by moving the shader center over time to create swirling noise animations.
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. That is, the point down the bump slope where it is clipped and flat plateau rendered.
Top Clip This parameter sets the clipping height of the bumps. That is, the point up the bump slope where it is clipped and flat plateau rendered.
Disturb The shader can be stirred up, or disturbed, using a turbulence function with these three values controlling it. The three values control the Magnitude, Scale and Number Of Octaves respectively. The Magnitude value controls the size of the shader disturbance. For turbulence to be generated this must be greater then zero. The larger this value the more disturbed the shader is. The Scale value controls the frequency of the shader disturbance. The larger this value smaller period of the turbulence and therefore, the finer the shader disturbance. The Number Of Octaves value controls the number of noise summing used in the shader disturbance. The higher this value the more octaves and the finer the detail of the disturbance will be become.
Wave Type This control allows one of six different shader wave types to be used. By passing the shader function through a waveform generator different shader patterns can be created. The wave types are 1 for Saw Tooth, 2 for Sine, 3 for Cosine, 4 for Scallop, 5 for Smooth Step, 6 for Triangle and 7 to Invert. These are shown below:

Stencil Image The stencil image is an image that can be used to control the bump height. When the stencil image is used the brightness in-conjunction with the Bump Height determine the scaling of the bumps at any point.
Stencil Image The parameter controls the use of the stencil map. When the value is 0.0 the stencil image is not used. When the value is 1.0 the bumps will be scaled such that when the image is brighter the bumps will be higher. Conversely, when this value is -1.0 then image is negated so that the bumps will be highest where the image is darkest.
Gain Click Here for information about the Gain control.
Bias Click Here for information about the Bias control.


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