Shader: "wrapped roof tiles"

"wrapped roof tiles"

ClassDisplacement
Synopsis Wrapped displacement shader simulating various styles of roof tile.
Arguments

"scale" Type: LtFloat
Default:1.0
Range:[ 1e-006, inf ]
Hint:[ 0.01, 1000.0 ]
"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, 2.0 ]
"tile width" Type: LtFloat
Default:0.7
Range:[ 0.0001, inf ]
Hint:[ 0.5, 2.0 ]
"tile thickness" Type: LtFloat
Default:0.03
Range:[ 1e-006, inf ]
Hint:[ 0.01, 0.5 ]
"height variation" Type: LtFloat
Default:0.0
Range:[ 0.0, 1.0 ]
Hint:-
"height variation scale" Type: LtFloat
Default:0.02
Range:[ 0.0001, inf ]
Hint:[ 0.01, 10.0 ]
Locationlishlite
Description

This shader which simulates various styles of roof tiles.

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

The "pattern" parameter slects 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

Each tile lie at a certain angle relative to the surface so that tiles overlap one another.

"tile length" and "tile width" control the size of the 'top' surface of the tile. "tile thickness" controls how thick the tile is and therefore how much of the edge is visible.

It is possible to have random height variation within a single tile, for example to simulate cracks on the tile surface. This is controlled by the "height variation" parameter. The value of "height variation" determines how far from the tile's base height areas of the tile can deviate. A value of zero will make the entire tile flat. As the value is increased the variation of height within a tile will increase.

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

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