Shader: "wrapped roof tiles"

"wrapped roof tiles"

ClassColour
Synopsis Wrapped colour shader simulating various styles of roof tile.
Arguments

"scale" Type: LtFloat
Default:1.0
Range:[ 1e-006, inf ]
Hint:[ 0.01, 1000 ]
"pattern" Type: LtEnum
Default:LI_ROOF_FLAT
Range: 0, 1, 2, 3, 4, 5, 6, 7
Hint:-
"tile length" Type: LtFloat
Default:1.0
Range:[ 0.0001, inf ]
Hint:[ 0.5, 2 ]
"tile width" Type: LtFloat
Default:0.7
Range:[ 0.0001, inf ]
Hint:[ 0.5, 2 ]
"tile thickness" Type: LtFloat
Default:0.03
Range:[ 1e-006, inf ]
Hint:[ 0.01, 0.5 ]
"tile colour 1" Type: LtColour
Default:(0.7, 0.7, 0.7)
Range: [ 0, inf ], [ 0, inf ], [ 0, inf ]
Hint: [ 0, 1 ], [ 0, 1 ], [ 0, 1 ]
"tile colour 2" Type: LtColour
Default:(0.5, 0.5, 0.5)
Range: [ 0, inf ], [ 0, inf ], [ 0, inf ]
Hint: [ 0, 1 ], [ 0, 1 ], [ 0, 1 ]
"edge colour" Type: LtColour
Default:(0.0, 0.0, 0.0)
Range: [ 0, inf ], [ 0, inf ], [ 0, inf ]
Hint: [ 0, 1 ], [ 0, 1 ], [ 0, 1 ]
"fuzz" Type: LtFloat
Default:0.5
Range:[ 0, 1 ]
Hint:[ 0.01, 1 ]
"colour variation" Type: LtFloat
Default:0.0
Range:[ 0, 1 ]
Hint:-
"colour variation scale" Type: LtFloat
Default:1.0
Range:[ 0.0001, inf ]
Hint:[ 0.01, 10 ]
Locationlishlite
Description This shader which simulates various styles of roof tiles as they are usually seen from ground level (in other words, when looking at the roof surface at an angle of about 45 degrees).

Note that the roof tiles pattern that we usually observe is mainly the result of changes in the normals and variable illumination (for example, edges of the tile being in shadow) rather than actual variations in the colour of the tile.

This shader simulates this using just a surface colour pattern.

The "scale" parameter allows overall scaling of the pattern.

The "pattern" parameter selects the style of tiles which are simulated. The available styles are:

  • LI_ROOF_FLAT
  • LI_ROOF_SCALLOPED
  • LI_ROOF_DIAMOND
  • LI_ROOF_HEXAGONAL
  • LI_ROOF_CLASSIC
  • LI_ROOF_SPLIT
  • LI_ROOF_ESPANA
  • LI_ROOF_SPANISH
  • LI_ROOF_ROMA

The colour of each tile is selected randomly from the range of colours specified by the parameters "tile colour 1" and "tile colour 2". If these parameters are the same then the tiles will have a uniform colour; if they are different then tile colours will vary across the pattern.

"tile length" and "tile width" control the size of the `top' surface of the tile. "tile thickness" cotntrols how thick the tile is and therefore how much of the edge is visible. The colour of the exposed edge is controlled by the "edge colour" parameter. Usually this should be darker than the tile colours to simulate the effect of the edge being in shadow.

It is possible to have random colour variation within a single tile, for example to simulate dirt on the tile surface. This is controlled by the "colour variation" parameter.

No part of any tile will ever have a colour outside the range specified by the tile colour parameters. The value of "colour variation" determines how far from the tile's selected base colour areas of the tile can deviate. A value of zero will give a uniform colour across the entire tile. As the value is increased the variation of colour within a tile will increase. With a value of 1.0 a tile with a base colour equal to "tile colour 1" may contain spots of "tile colour 2".

"colour variation scale" controls how the colour variation is distributed across the tile. Small values will give a speckled effect whilst larger ones will give larger patches of different colours on the tile.

This shader will automatically perform analytic anti-aliasing if you have licenced the Advanced Rendering product, or standard anti-aliasing otherwise. In the analytically antialiased version of the shader the degree of edges blurring can be controlled by the "fuzz" parameter. The parameter range is 0.0 to 1.0. 0.0 means no fuzz---edges are razor sharp. 1.0 gives maximal blurring---the blurred area width is equal to the half of the square size. The "fuzz" parementer will have no effect if you have not licenced Advanced Rendering.

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