Shader: "local leather"

"local leather"

ClassDisplacement
Synopsis Models surface texture of leather using a solid displacement texture (the basic pattern is formed by a series of more or less rectangular cells). This shader is identical to the "leather" displacement shader, except that it respects transformations.
Arguments

"scale" Type: LtFloat
Default:0.5
Range:[ 1e-006, inf ]
Hint:[ 0.01, 1000 ]
"cell amplitude" Type: LtFloat
Default:0.06
Range:[ 0, 0.2 ]
Hint:-
"irregularity" Type: LtFloat
Default:0.4
Range:[ 0, 1 ]
Hint:-
"smooth min" Type: LtFloat
Default:-0.4
Range:[ -1, 0 ]
Hint:-
"smooth max" Type: LtFloat
Default:0.3
Range:[ 0, 1 ]
Hint:-
"rough amplitude" Type: LtFloat
Default:0.03
Range:[ 0, 0.5 ]
Hint:-
"rough detail" Type: LtInt32
Default:3
Range:[ 1, 6 ]
Hint:-
"rough frequency" Type: LtFloat
Default:1.0
Range:[ 1, 6 ]
Hint:-
"curve amplitude" Type: LtFloat
Default:0.4
Range:[ 0, 1 ]
Hint:-
"curve detail" Type: LtInt32
Default:4
Range:[ 1, 6 ]
Hint:-
"curve frequency" Type: LtFloat
Default:1.0
Range:[ 0, 4 ]
Hint:-
"fold amplitude" Type: LtFloat
Default:0.7
Range:[ 0, 1 ]
Hint:-
"fold detail" Type: LtInt32
Default:3
Range:[ 1, 6 ]
Hint:-
"fold frequency" Type: LtFloat
Default:0.07
Range:[ 0, 0.5 ]
Hint:-
Locationlishpro
Description Displacement shader which mimics the surface detail of leather using a solid texture. The basic pattern is a series of "cells" of unit size which vary from square to irregular convex shape depending on the parameter "irregularity" which varies from 0.0 to 1.0. The height of each cell is controlled using "cell amplitude" and the smoothness of the edges is controlled by a smoothstep function with the minimum and maximum values set using "smooth min" and "smooth max" parameters.

The shape of the grooves between cells can also be controlled. The parameter "curve amplitude" determines how curved the edges of the cells are, the parameter "curve frequency" determines how wiggly the edges are, with a value of 1.0 indicating one cycle per cell. The detail in the grooves between cells can be controlled using "curve detail". This varies from 1 to 10 and gives the grooves an increasingly creased appearance.

The bumpiness of the surface can be controlled using two sets of "rough" and "fold" parameters. These add bumps to the surface, the amplitude controlled by "rough amplitude" and "fold amplitude", the detail controlled by "rough detail" and "fold detail", and the frequency by "rough frequency" and "fold frequency". The "rough" parameters refer to high frequency bumps which occur within cells, and the "fold" parameters refer to widespread undulating pattern used to simulate wrinkles in the material.

The number of cells per unit square is determined using the "scale" parameter. When set to one there is on average one cell per unit square. The amplitude of cells scales inversely with the scale factor, hence the more cells per unit volume the lower the amplitude of the cell.

This shader is identical to the "leather" displacement shader, except that it respects transformations.

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