Shader: "pine"

"pine"

ClassDisplacement
Synopsis A version of the general "wood" advanced wood displacement shader with pre-defined values appropriate to a pine-like appearance.
Arguments

"displacement amplitude" Type: LtFloat
Default:0.2
Range:[ 0.0, inf ]
Hint:-
"trunk direction" Type: LtVector
Default:( 1.0, 0.0, 0.0 )
Range: [ -inf, inf ], [ -inf, inf ], [ -inf, inf ]
Hint: [ -1.0, 1.0 ], [ -1.0, 1.0 ], [ -1.0, 1.0 ]
"trunk centre" Type: LtPoint
Default:( 0.0, 0.0, 0.0 )
Range: [ -inf, inf ], [ -inf, inf ], [ -inf, inf ]
Hint:-
"scale" Type: LtFloat
Default:0.03
Range:[ 1e-006, inf ]
Hint:[ 0.01, 1000.0 ]
"ring displacement" Type: LtFloat
Default:0.5
Range:[ -1, 1 ]
Hint:-
"ring fuzz in" Type: LtFloat
Default:0.4
Range:[ 0.0, 1.0 ]
Hint:[ 0.1, 1.0 ]
"ring fuzz out" Type: LtFloat
Default:0.1
Range:[ 0.0, 1.0 ]
Hint:[ 0.1, 1.0 ]
"ring width" Type: LtFloat
Default:0.4
Range:[ 0.0, 1.0 ]
Hint:[ 0.1, 0.6 ]
"gnarl" Type: LtFloat
Default:0.2
Range:[ 0.0, inf ]
Hint:[ 0.0, 2.0 ]
"grain" Type: LtFloat
Default:0.2
Range:[ 0.0, inf ]
Hint:[ 0.0, 2.0 ]
"ring fuzz grain" Type: LtFloat
Default:0.1
Range:[ 0.0, inf ]
Hint:[ 0.0, 0.5 ]
"grain scale" Type: LtFloat
Default:0.2
Range:[ 1e-006, inf ]
Hint:[ 0.1, 2.0 ]
Locationlishclas
Description

This shader is simply a copy of the general-purpose "wood" shader where all the argument values have been pre-chosen to produce the appearance of pine.

The arguments may of course be fine-tuned to suit particular jobs---for a full description of all the arguments please refer to the description of the "wood" shader itself.

The following parameters however merit description here as you may have to choose sensible values even if you are happy with the pine-like appearance:

  • The orientation of the tree from which the wood is taken is specified by a point which lies on the axis in argument "trunk centre" and a direction vector pointing along the axis of the tree in argument "trunk direction".

  • An overall scaling factor is supplied in argument "scale", which determines the radius difference of two adjacent rings. 0.01 means that there are 100 rings per unit length along the trunk radius. Choose a value appropriate to the units in which your geometry is modelled. The default value is appropriate for modelling in metres.

  • An overall scaling factor for displacement is supplied in "displacement amplitude" argument.

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