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Gain and Bias work just like the contrast and brightness on a television. Gain controls the "contrast" of the combiner and Bias the "brightness". Each procedural texture works by varying a value between 0.0 and 1.0. This means that if you added a procedural texture and set the color to black on a white object then you would get a blend, black to white. As previously stated the Bias allows you to control the brightness. So using the above example a Bias of 0.0 sets the combiner to go black to white. If the Bias is lowered then the combiner get darker and will become more black. Conversely, if the Bias is raised the combiner get lighter and tend towards being white. As far as the Gain is concerned this controls the point at which the combiner starts to darken and starts to lighten (in other words the width of the light to dark transition). At a value of 0.0 the combiner will start black and vary continually until it becomes white. As the gain is lowered this transition spreads so that over the combiner's range it will only go from dark grey to light gray. If the Gain is raised the transition get smaller so that the fade black to white happens quicker until at the very highest values it is a discrete step. By varying the Gain and Bias a full range of effects can be created provided an infinite range of procedural textures. The table bellow shows just some of the effects of the Gain and Bias when using the IFW2_Noise Procedural Texture. | ||||||
| Bias -1.0 | Bias -0.5 | Bias 0.0 | Bias 0.5 | Bias 1.0 | ||
| Gain -1.0 | ||||||
| Gain -0.5 | ||||||
| Gain 0.0 | ||||||
| Gain 0.5 | ||||||
| Gain 1.0 | ||||||