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.
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
|Color 1, 2, 3
These three colors define the three colors of the color map.
The color of the current shader hit point is derived using the
shader function to do a linear interpolation along the color
|Blend 1, 2, 3
These three blend points control the points at which one color
blends into the next based on the shader function.
|Alpha 1, 2, 3
The three alpha define, in conjunction with the blend points and shader
function, the alpha map. This can be used to control the other attributes
of the object like the transparency, reflectivity, ambience, etc.
The three values define the Layering, Ambient and Diffuse of the surface when the shader
is being used as a reflectance shader. The Layer controls the opacity of the color, the
Ambient controls the ambience or brightness of the object and the Diffuse controls the
diffuse of the object. Each control has two states. When the value is negative then the
control is applied at that value across the whole object. For example, setting the Ambient
control to -1.0 forces the whole object to be bright. When the value is positive the
alpha map is used to control the brightness based on the shader function.
The three values work in the same way as the Layer - Ambient - Diffuse controls
except that they control the specularity, roughness and reflectivity of the
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.
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:
This value controls the color of the specular highlight. At 0.0 the highlight
will be pure white. When the value is negative then the specular highlight
tends more and more towards the object color. When the value is positive
the alpha map is used to control the coloring of the specular highlight.
It is useful to color the specular highlight for emulating surfaces like
When the shader is being used as a transparency shader this value
controls the object's transparency. When the value is negative then the
value of transparency with be applies across the whole object. When the
value is positive the alpha map is used to control the transparency based
on the shader function.
This parameter controls the "crumpledness" of the texture. At low
values the detail will have large features and at higher values the detail
This parameter controls the increment between each successive scale as indicated by the
number of octaves. The smaller this value the more detail the pattern will have.
This parameter controls the axis along which the wrinkles run. If the value
is 0 the X axis is used, 1 uses the Y axis and 3 the Z axis.
Click Here for information about the Gain control.
Click Here for information about the Bias control.