SolidTexture
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SolidTexture
SolidTexture Overview
SolidTexture is included in Shade 9 professional only, and is a group of 10 additional textures added to the existing Solid Textures. Each texture has its own setting dialog that allows you to select the mapping type and adjust the other parameters.
The 10 textures are: Grid, Bump Array, Brick, Blob, Beehive, Sand, Veins, Triangle Check, Gradation, and fBm.
Using SolidTexture
1. With the object to be mapped selected, select any solid texture you want from the Texture pull-down menu in the Surface window.
2. Click the More button to the right of the image box.
A settings window for the selected solid texture is displayed.
Beehive is selected
For details on the settings for each texture, refer to the Solid Texture Reference below.
3. Adjust your settings and click the OK button. Render an image to see the object with the texture mapped according to your settings.
SolidTexture Reference
Grid
This is a grid-like texture. The parameters you can specify are the grid spacing in the directions of width, height, and depth, the thickness, and the softness.
Grid Settings Window
Mapping Types Pull-down Menu
Specify the Mapping type.
Grid Width (1-1000)
Specify the horizontal spacing of the grid.
Grid Length (1-1000)
Specify the vertical spacing of the grid.
Grid Thickness (1-1000)
Specify the thickness of the grid.
Softness (0.0 – 1.0)
Specify the softness of the edges.
Bump Array
Spheres are arranged in this texture. The parameters you can specify are the sphere radius, spacing between the spheres, softness, and the height-to-width and depth-to-width proportions.
Bump Array Settings Window
Mapping Types Pull-down Menu
Specify the Mapping type.
Sphere Radius (1-1000)
Specify the radius of the individual spheres.
Sphere Spacing (1-1000)
Specify the spacing between the spheres.
Softness (1-1000)
Specify the softness of the edges.
Proportion (Length) (0.0 – 2.0)
Specify the height-to-width proportion for each sphere.
Proportion (Depth) (0.0 – 2.0)
Specify the depth-to-width proportion for each sphere.
Brick
This texture consists of piled bricks (cuboids). The parameters you can specify are the width, height, and depth sizes of the bricks, the thickness of the mortar (space between bricks), and the randomness in piling up the bricks.
Brick Settings Window
Mapping Types Pull-down Menu
Specify the Mapping type.
Brick Width (1-1000)
Specify the width of the bricks.
Brick Length (1-1000)
Specify the height of the bricks.
Brick Depth (1-1000)
Specify the depth of the bricks.
Mortar Thickness (1-1000)
Specify the length of the spacing between bricks.
Brick Random (0.0 – 1.0)
Specify the degree of vertical randomness in arranging the bricks.
Blob
This texture uses randomly generated MetaBalls. By specifying the density and fusing type, you can create a variety of blob patterns.
The parameters you can specify are Threshold 1 (for adjusting the rendered area based on the density), Threshold 2 (for adjusting the fusion of the rendered density), and two bias settings related to Threshold 2.
Density distribution caused by MetaBalls
Specifying the rendered range of density using Threshold1: The value of Threshold1 becomes the density value 0
Area divided by Threshold2: For area a, the density is multiplied by Bias1 , and for area b, by Bias2.
Blob Settings Window
Mapping Types Pull-down Menu
Specify the Mapping type.
Blob Threshold1 (0.0 – 1.0)
Specify the value of Threshold 1. As the value comes closer to 1, the generated blob has higher contrast.
Threshold1: 0, 0.25, 0.5, 0.75, and 1, from the left
Blob Threshold2 (0.0 – 1.0)
Specify the value of Threshold 2. This setting interacts with the following two Bias values.
Threshold2 is 0.5 for both examples/ Left: Bias1 is 0.5 and Bias2 is 1; Right: Bias1 is 1 and Bias2 is 0.5
Blob Bias (0.0 – 1.0)
Specify the value of Bias 1. This value affects the rendered density whose value is less than the value of Threshold 2.
Blob Bias2 (0.0 – 1.0)
Specify the value of Bias 2. This value affects the rendered density whose value is equal to or greater than the value of Threshold 2.
Beehive
This is a beehive-like texture. The parameters you can specify are the density of the beehive (hexagons), line width, softness, and the height-to-width proportion for each hexagon.
Beehive Settings Window
Mapping Types Pull-down Menu
Specify the Mapping type.
Beehive Density (1-64)
Specify the density of the beehive. Display the size box in the Figure window by turning on the Modify check box in the Surface window and use the number of the hexagons on a side of the box as a guide.
Line Width (1-200)
Specify the width of the lines for the hexagons.
Softness Inner (0.0 – 1.0)
Specify the softness of the edges.
Proportion (Length) (0.0 – 2.0)
Specify the height-to-width proportion for each hexagon.
Sand
This is a sand-like texture. The parameters you can specify are the minimum interval between sand particles, the radius of the sand particles, and softness.
Sand Settings Window
Mapping Types Pull-down Menu
Specify the Mapping type.
Interval (0-1000)
Specify the minimum interval between sand particles.
Radius (1-1000)
Specify the radius of the sand particles.
Softness (0.0 – 1.0)
Specify the softness of the edges.
Veins
This is a vein-like texture that consists of polygons. The parameters you can specify are the width of the edge and the softness.
Veins Settings Window
Mapping Types Pull-down Menu
Specify the Mapping type.
Edge Size (0.0 – 1.0)
Specify the width of the lines used for the edges.
Softness (0.0 – 1.0)
Specify the softness of the edges.
Triangle Check
Two types of triangles are alternately arranged in this texture. The parameters you can specify are the density of the triangles and the height to width proportion for each triangle.
Triangle Check Settings Window
Mapping Types Pull-down Menu
Triangle Density (1-64)
Specify the density of the triangles. As a guide, use the box displayed in the Figure window when the Surface window Modify check box is turned on, and enter the number of triangles to appear on one side of the box.
Proportion (0.0 – 2.0)
Specify the height-to-width proportion for each triangle.
Gradation
In this texture, a gradation is created across multiple colors. The parameters you can specify are the number of colors, the individual colors, the order of the colors, and their positions.
Gradation Settings Window
Mapping Types Pull-down Menu
Specify the Mapping type. The colors are aligned along the selected axis.
You can select from S, T, U, and V Wrap mapping. ST and UV are the two coordinate systems that correspond to Distance and UV, respectively, in the UV Correct pull-down menu.
Reverse Order Check Box
With this check box on, the order of the colors is reversed.
Number of Color Pull-down Menu
Select the number of colors to be used, from 2 to 5.
Position of Basic Color Pull-down Menu
Specify the number of the basic color. When you choose zero, the base color will not be used in the Gradation texture.
Color (1) to (5)
Specify the colors to be used. Clicking a color box will display the color picker.
Position (1) (0.0 - 1.0) to Position (5) (0.0 - 1.0) Text Boxes
Specify the positions of Colors (1) to (5). Imagine that the colors are arranged along a number line from 0.0 to 1.0. If you don’t get the results you expected, remember to check the correlation between the number of colors and the positions.
fBm
This is a spotty texture using Fractional Brownian Motion. The parameters you can specify are Octaves (affecting the precision of the mottling), Lacunarity (affecting the irregularity), and Gain (affecting the intensity of contrast). The mottling style is available in two types.
fBm Settings Window
Mapping Types Pull-down Menu
Specify the Mapping type.
Style Pull-down Menu
Select 1 or 2 for the type of mottling.
Style; Left: 1, Right: 2
Octaves (0-16)
Specify the precision of the mottling. The rendered image will be finer as the value increases.
Octaves: 0, 1, 2, 4, and 5, from the left
Lacunarity (0.0 – 5.0)
Specify the irregularity of the density dispersion. The mottles will be finer as the value increases.
Lacunarity: 0, 0.5, 1, 2.5, and 5, from the left
Gain (0.0 – 5.0)
Specify the intensity of contrast. The pattern will be clearer as the value increases.
Gain: 0, 0.5, 1, 2.5, and 5, from the left |












































