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PATTERNs
add
Adds two patterns.
It may be used as a numeric and a color pattern.
It may be both a volumetric and a surface pattern.
- string "patterns", pattern pattern1, pattern pattern2
Specify the two patterns that have to be summed.
agate
Reproduces agate with turbulent stripes.
It may be used as a numeric, a color and a displacement
pattern.
It is a volumetric pattern.
- string "value", { float x, float left, float right }
Specify the value-gradient.
- string "color", { float x, vector3 left, vector3 right }
Specify the color-gradient.
- string "depth", { float x, float left, float right } | float depth
Specify the depth-gradient or the base depth.
The default value for the base depth is 0.1.
- string "scale", float scale
Specify the scaling of the texture.
The default value is 1.0.
- string "turbulence.amount", float amount
Specify the amount of turbulence.
The default value is 0.9.
- string "turbulence.frequency", float freq
Specify the frequency of turbulence.
The higher this value the smaller the scale of variations.
The default value is 1.0.
- string "turbulence.omega", float omega
Specify the fractal dimension of turbulence.
The higher this value the more uneven the profile of
turbulence.
This value usually go from 0 (no turbulence) to 1.
The default value is 0.5.
- string "turbulence.lambda", float lambda
Specify the frequency change between each scale of
turbulence.
Turbulence is obtained by summing layers of noise with
different frequency. This value represents the scale in
frequency that is applied to each layer to obtain the following one.
This value should be greater than 1.
The default value is 2.0.
- string "turbulence.octaves", int octaves
Specify the number of noise layers that are used to obtain turbulence.
The higher this value the higher the computation time.
If this value is too low the turbulence may appear too regular
and smoothed.
The default value is 6.
angular
Its output is a function of the rotational position of the point
with respect to the Z axis. In practice as the angle goes from 0
to 360 degrees the output value goes from 0 to 1.
Turbulence may be added.
It may be used as a numeric, a color and a displacement
pattern.
It is a volumetric pattern.
- string "value", { float x, float left, float right }
Specify the value-gradient.
- string "color", { float x, vector3 left, vector3 right }
Specify the color-gradient.
- string "depth", { float x, float left, float right } | float depth
Specify the depth-gradient or the base depth.
The default value for the base depth is 0.1.
- string "scale", float scale
Specify the scaling of the texture.
It actually controls the number of tilings of the pattern.
The default value is 1.0.
- string "turbulence.amount", float amount
Specify the amount of turbulence.
The default value is 0.0.
- string "turbulence.frequency", float freq
Specify the frequency of turbulence.
The higher this value the smaller the scale of variations.
The default value is 1.0.
- string "turbulence.omega", float omega
Specify the fractal dimension of turbulence.
The higher this value the more uneven the profile of
turbulence.
This value usually go from 0 (no turbulence) to 1.
The default value is 0.5.
- string "turbulence.lambda", float lambda
Specify the frequency change between each scale of
turbulence.
Turbulence is obtained by summing layers of noise with
different frequency. This value represents the scale in
frequency that is applied to each layer to obtain the following one.
This value should be greater than 1.
The default value is 2.0.
- string "turbulence.octaves", int octaves
Specify the number of noise layers that are used to obtain turbulence.
The higher this value the higher the computation time.
If this value is too low the turbulence may appear too regular
and smoothed.
The default value is 6.
blend
Allows to compose multiple patterns together using
another control pattern. The patterns are placed in a gradient which
associates patterns to real values. Then the output value of
the control pattern is used to index this gradient at each point. The
result is a smooth transition between various elements.
It may be used both with surface and volumetric patterns.
- string "pattern", pattern regula
Specify the control pattern that is to be used to interpolate between
the other patterns, that is to say to index the gradient.
- string "gradient", { float x, pattern left, pattern right }
Specify the material gradient.
blob
A set of blobs, or metaspheres, specified by their centers and radii.
It may be used as a numeric, a color and a displacement
pattern.
It is a volumetric pattern.
- string "value", { float x, float left, float right }
Specify the value-gradient.
- string "color", { float x, vector3 left, vector3 right }
Specify the color-gradient.
- string "depth", { float x, float left, float right } | float depth
Specify the depth-gradient or the base depth.
The default value for the base depth is 0.1.
- string "blob", vector3 center, float radius, float strength = 1.0
Specify a blob component.
blotches
A blotchy pattern.
It may be used as a numeric, a color and a displacement
pattern.
It is a volumetric pattern.
- string "value", { float x, float left, float right }
Specify the value-gradient.
- string "color", { float x, vector3 left, vector3 right }
Specify the color-gradient.
- string "depth", { float x, float left, float right } | float depth
Specify the depth-gradient or the base depth.
The default value for the base depth is 0.1.
- string "scale", float scale
Specify the scaling of the texture.
The default value is 1.0.
- string "turbulence.omega", float omega
Specify the fractal dimension of turbulence.
The higher this value the more uneven the profile of
turbulence.
This value usually go from 0 (no turbulence) to 1.
The default value is 0.5.
- string "turbulence.lambda", float lambda
Specify the frequency change between each scale of
turbulence.
Turbulence is obtained by summing layers of noise with
different frequency. This value represents the scale in
frequency that is applied to each layer to obtain the following one.
This value should be greater than 1.
The default value is 2.0.
- string "turbulence.octaves", int octaves
Specify the number of noise layers that are used to obtain turbulence.
The higher this value the higher the computation time.
If this value is too low the turbulence may appear too regular
and smoothed.
The default value is 6.
bubbles
A strange bubbly effect.
It may be used as a numeric, a color and a displacement
pattern.
It is a volumetric pattern.
- string "value", { float x, float left, float right }
Specify the value-gradient.
- string "color", { float x, vector3 left, vector3 right }
Specify the color-gradient.
- string "depth", { float x, float left, float right } | float depth
Specify the depth-gradient or the base depth.
The default value for the base depth is 0.1.
- string "scale", float scale
Specify the scaling of the texture.
The default value is 1.0.
- string "caching", int memory
Specify the memory occupancy of the cache in Kb.
The default value is 1024.
- string "offset", float offset
Specify an offset for the radius of bubbles.
The radius may be increased or decreased according to the
amount of irregularity.
The default value is 0.5.
- string "irregularity", float irregularity
Specify the irregularity in the size and disposal of bubbles.
The default value is 0.0.
- string "turbulence.amount", float amount
Specify the amount of turbulence.
The default value is 0.0.
- string "turbulence.frequency", float freq
Specify the frequency of turbulence.
The higher this value the smaller the scale of variations.
The default value is 1.0.
- string "turbulence.omega", float min, float max
Specify the bounds for the fractal dimension of turbulence.
It actually uses a multifractal, with varying fractal
dimension.
The higher these values the more uneven the profile of
turbulence.
These values usually go from 0 (no turbulence) to 1.
The default values are 0.3, 0.6.
- string "turbulence.lambda", float lambda
Specify the frequency change between each scale of
turbulence.
Turbulence is obtained by summing layers of noise with
different frequency. This value represents the scale in
frequency that is applied to each layer to obtain the following one.
This value should be greater than 1.
The default value is 2.0.
- string "turbulence.octaves", int octaves
Specify the number of noise layers that are used to obtain turbulence.
The higher this value the higher the computation time.
If this value is too low the turbulence may appear too regular
and smoothed.
The default value is 6.
bump
Creates a bump pattern from a displacement one.
- string "pattern", pattern pattern
Specify the displacement pattern that will be used to compute the bump.
check
Creates a checkered pattern on a surface.
Squares are parallel to the U-V axes.
It is a surface pattern.
- string "value", float value
Specify the value of one set of squares.
The other set uses the input value.
- string "color", vector3 color
Specify the color of one set of squares.
The other set uses the input color.
- string "depth", float depth
Specify the depth of one set of squares.
The other set has zero depth.
The default value is 0.2.
- string "scale", float scale
Specify the scaling of the texture.
The default value is 0.1.
compose
Composes many patterns into a chain.
The output of each pattern is used as input to the next in the
chain. The first pattern receives the standard input.
Both volumetric and surface patterns may be used inside.
- string "patterns", pattern first, { pattern other }
Specify the chain of patterns.
The chain should be non empty.
crackle
Reproduces crackle china, but it may also be used to simulate
rocks and many other strange patterns.
It uses a gradient to map a value that goes from 0, near the
border of the crackled cells, to 1, near their center.
It may be used as a numeric, a color and a displacement
pattern.
It is a volumetric pattern.
- string "value", { float x, float left, float right }
Specify the value-gradient.
- string "color", { float x, vector3 left, vector3 right }
Specify the color-gradient.
- string "depth", { float x, float left, float right } | float depth
Specify the depth-gradient or the base depth.
The default value for the base depth is 0.1.
- string "scale", float scale
Specify the scaling of the texture.
The default value is 1.0.
- string "caching", int memory
Specify the memory occupancy of the cache in Kb.
The default value is 1024.
- string "variation", float variation
Specify the fraction of variation in luminosity (or depth)
between different cells.
The default value is 0.5.
- string "turbulence.amount", float amount
Specify the amount of turbulence.
The default value is 0.0.
- string "turbulence.frequency", float freq
Specify the frequency of turbulence.
The higher this value the smaller the scale of variations.
The default value is 1.0.
- string "turbulence.omega", float min, float max
Specify the bounds for the fractal dimension of turbulence.
It actually uses a multifractal, with varying fractal
dimension.
The higher these values the more uneven the profile of
turbulence.
These values usually go from 0 (no turbulence) to 1.
The default values are 0.3, 0.6.
- string "turbulence.lambda", float lambda
Specify the frequency change between each scale of
turbulence.
Turbulence is obtained by summing layers of noise with
different frequency. This value represents the scale in
frequency that is applied to each layer to obtain the following one.
This value should be greater than 1.
The default value is 2.0.
- string "turbulence.octaves", int octaves
Specify the number of noise layers that are used to obtain turbulence.
The higher this value the higher the computation time.
If this value is too low the turbulence may appear too regular
and smoothed.
The default value is 6.
crackle-uv
Reproduces crackle china, but it may also be used to simulate
rocks and many other strange patterns.
It uses a gradient to map a value that goes from 0, near the
border of the crackled cells, to 1, near their center.
It may be used as a numeric, a color and a displacement
pattern.
It is a surface pattern.
- string "value", { float x, float left, float right }
Specify the value-gradient.
- string "color", { float x, vector3 left, vector3 right }
Specify the color-gradient.
- string "depth", { float x, float left, float right } | float depth
Specify the depth-gradient or the base depth.
The default value for the base depth is 0.1.
- string "scale", float scale
Specify the scaling of the texture.
The default value is 1.0.
- string "caching", int memory
Specify the memory occupancy of the cache in Kb.
The default value is 1024.
- string "variation", float variation
Specify the fraction of variation in luminosity (or depth)
between different cells.
The default value is 0.5.
- string "turbulence.amount", float amount
Specify the amount of turbulence.
The default value is 0.0.
- string "turbulence.frequency", float freq
Specify the frequency of turbulence.
The higher this value the smaller the scale of variations.
The default value is 1.0.
- string "turbulence.omega", float min, float max
Specify the bounds for the fractal dimension of turbulence.
It actually uses a multifractal, with varying fractal
dimension.
The higher these values the more uneven the profile of
turbulence.
These values usually go from 0 (no turbulence) to 1.
The default values are 0.3, 0.6.
- string "turbulence.lambda", float lambda
Specify the frequency change between each scale of
turbulence.
Turbulence is obtained by summing layers of noise with
different frequency. This value represents the scale in
frequency that is applied to each layer to obtain the following one.
This value should be greater than 1.
The default value is 2.0.
- string "turbulence.octaves", int octaves
Specify the number of noise layers that are used to obtain turbulence.
The higher this value the higher the computation time.
If this value is too low the turbulence may appear too regular
and smoothed.
The default value is 6.
dents
A dented pattern.
It may be used as a numeric, a color and a displacement
pattern.
It is a volumetric pattern.
- string "value", { float x, float left, float right }
Specify the value-gradient.
- string "color", { float x, vector3 left, vector3 right }
Specify the color-gradient.
- string "depth", { float x, float left, float right } | float depth
Specify the depth-gradient or the base depth.
The default value for the base depth is 0.1.
- string "scale", float scale
Specify the scaling of the texture.
The default value is 1.0.
- string "power", float power
Specify the power to which the slope value is exponentiated
before indexing the gradient.
The higher this value the sharper the dents.
The default value is 3.0.
- string "turbulence.omega", float omega
Specify the fractal dimension of turbulence.
The higher this value the more uneven the profile of
turbulence.
This value usually go from 0 (no turbulence) to 1.
The default value is 0.5.
- string "turbulence.lambda", float lambda
Specify the frequency change between each scale of
turbulence.
Turbulence is obtained by summing layers of noise with
different frequency. This value represents the scale in
frequency that is applied to each layer to obtain the following one.
This value should be greater than 1.
The default value is 2.0.
- string "turbulence.octaves", int octaves
Specify the number of noise layers that are used to obtain turbulence.
The higher this value the higher the computation time.
If this value is too low the turbulence may appear too regular
and smoothed.
The default value is 6.
directional-displacement
Uses the angular displacement of the input direction with
respect to an axis as an index for a gradient.
It may be very useful to model anisotropic materials.
The coordinate system may be defined either by the surface
derivatives and the surface normal, or by the standard local
coordinate system, and the axis may be choosed arbitrarily.
It may be both a surface and a volumetric pattern.
- string "value", { float x, float left, float right }
Specify the value-gradient.
- string "color", { float x, vector3 left, vector3 right }
Specify the color-gradient.
- string "depth", { float x, float left, float right } | float depth
Specify the depth-gradient or the base depth.
The default value for the base depth is 0.1.
- string "scale", float scale
Specify the scaling of the texture.
It actually controls the number of tilings of the pattern.
The default value is 1.0.
- string "coordinate-system", string type
Specify which coordinate system to use.
type may be either "surface" or "local".
The default value is "surface", but if the pattern is used on
any object that is not a parametric surface it automatically
switches to "local".
- string "axis", string axis
Specify which axis of the coordinate system to use.
It may be "x", "y", or "z". If the coordinate system is
defined by the surface, "x" represents the u derivative, "y"
represents the v derivative, and "z" represents the normal.
The default value is "z".
- string "turbulence.amount", float amount
Specify the amount of turbulence.
The default value is 0.0.
- string "turbulence.frequency", float freq
Specify the frequency of turbulence.
The higher this value the smaller the scale of variations.
The default value is 1.0.
- string "turbulence.omega", float omega
Specify the fractal dimension of turbulence.
The higher this value the more uneven the profile of
turbulence.
This value usually go from 0 (no turbulence) to 1.
The default value is 0.5.
- string "turbulence.lambda", float lambda
Specify the frequency change between each scale of
turbulence.
Turbulence is obtained by summing layers of noise with
different frequency. This value represents the scale in
frequency that is applied to each layer to obtain the following one.
This value should be greater than 1.
The default value is 2.0.
- string "turbulence.octaves", int octaves
Specify the number of noise layers that are used to obtain turbulence.
The higher this value the higher the computation time.
If this value is too low the turbulence may appear too regular
and smoothed.
The default value is 6.
directional-ellipse
Uses the input direction to blend between two values
corresponding to the two axes of a coordinate system.
In practice, these two values (which may be numbers, colors or
depths) scale the axes defining an ellipse in the output
space. It may be very useful to model anisotropic materials.
The coordinate system may be defined either by the surface
derivatives, or by the standard local coordinate system.
It may be both a surface and a volumetric pattern.
- string "value", (float value1, float value2) |
(pattern value1, pattern value2)
Specify the numeric values at the two axes of the coordinate system.
- string "color", (vector3 color1, vector3 color2) |
(pattern color1, pattern color2)
Specify the color values at the two axes of the coordinate system.
- string "depth", (float depth1, float depth2) |
(pattern depth1, pattern depth2)
Specify the depth values at the two axes of the coordinate system.
- string "coordinate-system", string type
Specify which coordinate system to use.
type may be either "surface" or "local".
The default value is "surface", but if the pattern is used on
any object that is not a parametric surface it automatically
switches to "local".
- string "alpha", float | pattern alpha
Specify the rotation applied to the coordinate system around
its Z axis. It is specified as a fractional in the range
[0,1], where a value of 1 means a rotation of PI/2 radians.
- string "beta", float | pattern beta
Specify the rotation applied to the coordinate system around
its X axis. It is specified as a fractional in the range
[0,1], where a value of 1 means a rotation of PI/2 radians.
directional-ellipsoid
Uses the input direction to blend between three values
corresponding to the three axes of a coordinate system.
In practice, these three values (which may be numbers, colors or
depths) scale the axes defining an ellipsoid in the output
space. It may be very useful to model anisotropic materials.
The coordinate system may be defined either by the surface
derivatives and the surface normal, or by the standard local
coordinate system.
It may be both a surface and a volumetric pattern.
- string "value", (float value1, float value2, float value3) |
(pattern value1, pattern value2, pattern value3)
Specify the numeric values at the three axes of the coordinate system.
- string "color", (vector3 color1, vector3 color2, vector3 color3) |
(pattern color1, pattern color2, pattern color3)
Specify the color values at the three axes of the coordinate system.
- string "depth", (float depth1, float depth2, float depth3) |
(pattern depth1, pattern depth2, pattern depth3)
Specify the depth values at the three axes of the coordinate system.
- string "coordinate-system", string type
Specify which coordinate system to use.
type may be either "surface" or "local".
The default value is "surface", but if the pattern is used on
any object that is not a parametric surface it automatically
switches to "local".
- string "alpha", float | pattern alpha
Specify the rotation applied to the coordinate system around
its Z axis. It is specified as a fractional in the range
[0,1], where a value of 1 means a rotation of PI/2 radians.
- string "beta", float | pattern beta
Specify the rotation applied to the coordinate system around
its X axis. It is specified as a fractional in the range
[0,1], where a value of 1 means a rotation of PI/2 radians.
displacement
Creates a displacement pattern from the numeric or color channel
of another pattern.
- string "pattern", pattern pattern
Specify the pattern that will be used to compute the displacement.
- string "string", tyoe type
Specify the type of conversion used.
Valid types are:
- "numeric-as-displacement"
- "color-as-displacement"
- "color-as-perturbation"
- string "depth", float depth
Specify the displacement depth.
div
Divides two patterns.
It may be used as a numeric and a color pattern.
It may be both a volumetric and a surface pattern.
- string "patterns", pattern pattern1, pattern pattern2
Specify the two patterns. The first will be divided by
the second.
envcube
Simulates reflections and refractions mapping six patterns on
a hypotetical cube.
It may be used as a numeric and a color pattern.
It is a volumetric pattern.
- string "patterns", pattern top, pattern right, pattern front, pattern left, pattern back, pattern bottom
Specify the six patterns that will be mapped on the faces of
the environment cube.
- string "reflection", vector3 | pattern reflection
Specify the amount of reflection.
The default value is (1.0, 1.0, 1.0).
- string "refraction", vector3 | pattern refraction
Specify the amount of refraction.
The default value is (0.0, 0.0, 0.0).
- string "IOR", float ior
Specify the index of refraction.
The default value is 1.0.
- string "orientation", int u, int v
Specify the uv orientation of the texture maps.
The default values are 0, 0.
envmap
Simulates reflections and refractions mapping another pattern on
a hypotetical sphere.
It may be used as a numeric and a color pattern.
It is a volumetric pattern.
- string "pattern", pattern map
Specify the pattern that will be used as an environment map.
- string "center", vector3 center
Specify the center of the environment sphere.
- string "radius", float radius
Specify the radius of the environment sphere.
- string "reflection", vector3 | pattern reflection
Specify the amount of reflection.
The default value is (1.0, 1.0, 1.0).
- string "refraction", vector3 | pattern refraction
Specify the amount of refraction.
The default value is (0.0, 0.0, 0.0).
- string "IOR", float ior
Specify the index of refraction.
The default value is 1.0.
- string "orientation", int u, int v
Specify the uv orientation of the texture map.
The default values are 0, 0.
- string "infinite-size", int flag
Specify if the sphere has an infinite radius.
The default value is 0.
gradient
Uses an input pattern to index a gradient.
It may be used as a numeric, a color and a displacement pattern.
It may be both a volumetric and a surface pattern.
- string "pattern", pattern regula
Specify the control pattern that is to be used to index the gradient.
- string "value", { float x, float left, float right }
Specify the value-gradient.
- string "color", { float x, vector3 left, vector3 right }
Specify the color-gradient.
- string "depth", { float x, float left, float right } | float depth
Specify the depth-gradient or the base depth.
The default value for the base depth is 0.1.
granite
Reproduces granite.
It may be used as a numeric, a color and a displacement pattern.
It is a volumetric pattern.
- string "value", { float x, float left, float right }
Specify the value-gradient.
- string "color", { float x, vector3 left, vector3 right }
Specify the color-gradient.
- string "depth", { float x, float left, float right } | float depth
Specify the depth-gradient or the base depth.
The default value for the base depth is 0.1.
- string "scale", float scale
Specify the scaling of the texture.
The default value is 1.0.
- string "turbulence.omega", float omega
Specify the fractal dimension of turbulence.
The higher this value the more uneven the profile of
turbulence.
This value usually go from 0 (no turbulence) to 1.
The default value is 0.5.
- string "turbulence.lambda", float lambda
Specify the frequency change between each scale of
turbulence.
Turbulence is obtained by summing layers of noise with
different frequency. This value represents the scale in
frequency that is applied to each layer to obtain the following one.
This value should be greater than 1.
The default value is 2.0.
- string "turbulence.octaves", int octaves
Specify the number of noise layers that are used to obtain turbulence.
The higher this value the higher the computation time.
If this value is too low the turbulence may appear too regular
and smoothed.
The default value is 6.
greater-than
Computes a conditional statement on two patterns.
If the first pattern is greater than the second one, the output
value is 1, else it is 0.
It may be used as a numeric and a color pattern.
It may be both a volumetric and a surface pattern.
- string "patterns", pattern pattern1, pattern pattern2
Specify the two patterns.
identity
Returns its input.
It may be used as a numeric, a color, a displacement and a bump pattern.
It is both a volumetric and a surface pattern.
greater-than
Computes a conditional statement on two patterns.
If the first pattern is less than the second one, the output
value is 1, else it is 0.
It may be used as a numeric and a color pattern.
It may be both a volumetric and a surface pattern.
- string "patterns", pattern pattern1, pattern pattern2
Specify the two patterns.
linear-u
Reproduces a linear gradient that extends along the U parametric
direction of the surface.
It may be used as a numeric, a color and a displacement pattern.
It is a surface pattern.
- string "value", { float x, float left, float right }
Specify the value-gradient.
- string "color", { float x, vector3 left, vector3 right }
Specify the color-gradient.
- string "depth", { float x, float left, float right } | float depth
Specify the depth-gradient or the base depth.
The default value for the base depth is 0.1.
- string "scale", float scale
Specify the scaling of the texture.
It actually determines the number of tilings of the gradient.
The default value is 1.0.
- string "tiling", int switch
Specify if tiling is to be used.
switch 0 means tiling is off, switch 1 means tiling is on.
If tiling is off, the value outside of the gradient is clamped.
The default value is 0.
- string "turbulence.amount", float amount
Specify the amount of turbulence.
The default value is 0.0.
- string "turbulence.frequency", float freq
Specify the frequency of turbulence.
The higher this value the smaller the scale of variations.
The default value is 1.0.
- string "turbulence.omega", float omega
Specify the fractal dimension of turbulence.
The higher this value the more uneven the profile of
turbulence.
This value usually go from 0 (no turbulence) to 1.
The default value is 0.5.
- string "turbulence.lambda", float lambda
Specify the frequency change between each scale of
turbulence.
Turbulence is obtained by summing layers of noise with
different frequency. This value represents the scale in
frequency that is applied to each layer to obtain the following one.
This value should be greater than 1.
The default value is 2.0.
- string "turbulence.octaves", int octaves
Specify the number of noise layers that are used to obtain turbulence.
The higher this value the higher the computation time.
If this value is too low the turbulence may appear too regular
and smoothed.
The default value is 6.
linear-v
Reproduces a linear gradient that extends along the V parametric
direction of the surface.
It may be used as a numeric, a color and a displacement pattern.
It is a surface pattern.
- string "value", { float x, float left, float right }
Specify the value-gradient.
- string "color", { float x, vector3 left, vector3 right }
Specify the color-gradient.
- string "depth", { float x, float left, float right } | float depth
Specify the depth-gradient or the base depth.
The default value for the base depth is 0.1.
- string "scale", float scale
Specify the scaling of the texture.
It actually determines the number of tilings of the gradient.
The default value is 1.0.
- string "tiling", int switch
Specify if tiling is to be used.
switch 0 means tiling is off, switch 1 means tiling is on.
If tiling is off, the value outside of the gradient is clamped.
The default value is 0.
- string "turbulence.amount", float amount
Specify the amount of turbulence.
The default value is 0.0.
- string "turbulence.frequency", float freq
Specify the frequency of turbulence.
The higher this value the smaller the scale of variations.
The default value is 1.0.
- string "turbulence.omega", float omega
Specify the fractal dimension of turbulence.
The higher this value the more uneven the profile of
turbulence.
This value usually go from 0 (no turbulence) to 1.
The default value is 0.5.
- string "turbulence.lambda", float lambda
Specify the frequency change between each scale of
turbulence.
Turbulence is obtained by summing layers of noise with
different frequency. This value represents the scale in
frequency that is applied to each layer to obtain the following one.
This value should be greater than 1.
The default value is 2.0.
- string "turbulence.octaves", int octaves
Specify the number of noise layers that are used to obtain turbulence.
The higher this value the higher the computation time.
If this value is too low the turbulence may appear too regular
and smoothed.
The default value is 6.
linear-z
Reproduces a linear gradient that extends along the local Z axis.
It may be used as a numeric, a color and a displacement pattern.
It is a volumetric pattern.
- string "value", { float x, float left, float right }
Specify the value-gradient.
- string "color", { float x, vector3 left, vector3 right }
Specify the color-gradient.
- string "depth", { float x, float left, float right } | float depth
Specify the depth-gradient or the base depth.
The default value for the base depth is 0.1.
- string "scale", float scale
Specify the scaling of the texture.
It actually determines the number of tilings of the gradient.
The default value is 1.0.
- string "tiling", int switch
Specify if tiling is to be used.
switch 0 means tiling is off, switch 1 means tiling is on.
If tiling is off, the value outside of the gradient is clamped.
The default value is 0.
- string "turbulence.amount", float amount
Specify the amount of turbulence.
The default value is 0.0.
- string "turbulence.frequency", float freq
Specify the frequency of turbulence.
The higher this value the smaller the scale of variations.
The default value is 1.0.
- string "turbulence.omega", float omega
Specify the fractal dimension of turbulence.
The higher this value the more uneven the profile of
turbulence.
This value usually go from 0 (no turbulence) to 1.
The default value is 0.5.
- string "turbulence.lambda", float lambda
Specify the frequency change between each scale of
turbulence.
Turbulence is obtained by summing layers of noise with
different frequency. This value represents the scale in
frequency that is applied to each layer to obtain the following one.
This value should be greater than 1.
The default value is 2.0.
- string "turbulence.octaves", int octaves
Specify the number of noise layers that are used to obtain turbulence.
The higher this value the higher the computation time.
If this value is too low the turbulence may appear too regular
and smoothed.
The default value is 6.
map
Wraps a texture on a surface.
It may be used as a numeric, a color and a displacement pattern.
It may be both a volumetric and a surface pattern, depending
upon the projection type.
- string "texture", texture map
Specify the texture map.
- string "type", string projection
Specify the type of projection.
Valid types are:
- "surface" : wraps the texture on the surface using its
texture coordinates (a surface pattern).
- "plane" : projects the texture orthogonally on the local
XY plane (a volumetric pattern).
- "sphere" : wraps the texture on a sphere (a volumetric
pattern).
- "cylinder" : wraps the texture on a cylinder (a volumetric pattern).
The default value is "surface".
- string "depth", float depth
Specify the depth.
The default value is 0.1.
- string "frame-offset", vector2 offset
Specify the offset of the texture frame.
The default value is (0.0, 0.0).
- string "frame-rotation", float rotation
Specify the rotation of the texture frame, in radians.
The default value is 0.0.
- string "frame-scale", vector2 | float scale
Specify the scaling of the texture frame.
The default value is (1.0, 1.0).
- string "frame-color", vector3 color
Specify the color of the texture frame.
- string "frame-value", float value
Specify the value of the texture frame.
- string "frame-depth", float depth
Specify the depth of the texture frame.
- string "offset", vector2 offset
Specify the offset of the texture.
The default value is (0.0, 0.0).
- string "rotation", float rotation
Specify the rotation of the texture, in radians.
The default value is 0.0.
- string "scale", vector2 | float scale
Specify the scaling of the texture.
The default value is (1.0, 1.0).
- string "matrix", matrix3 matrix
Specify the affine transformation matrix to apply to the
texture.
The default value is the identity matrix.
- string "orientation", int u, int v
Specify the uv orientation of the texture.
The default values are 0, 0.
marble
Reproduces marble.
It may be used as a numeric, a color and a displacement
pattern.
It is a volumetric pattern.
- string "value", { float x, float left, float right }
Specify the value-gradient.
- string "color", { float x, vector3 left, vector3 right }
Specify the color-gradient.
- string "depth", { float x, float left, float right } | float depth
Specify the depth-gradient or the base depth.
The default value for the base depth is 0.1.
- string "scale", float scale
Specify the scaling of the texture.
The default value is 1.0.
- string "turbulence.omega", float omega
Specify the fractal dimension of turbulence.
The higher this value the more uneven the profile of
turbulence.
This value usually go from 0 (no turbulence) to 1.
The default value is 0.5.
- string "turbulence.lambda", float lambda
Specify the frequency change between each scale of
turbulence.
Turbulence is obtained by summing layers of noise with
different frequency. This value represents the scale in
frequency that is applied to each layer to obtain the following one.
This value should be greater than 1.
The default value is 2.0.
- string "turbulence.octaves", int octaves
Specify the number of noise layers that are used to obtain turbulence.
The higher this value the higher the computation time.
If this value is too low the turbulence may appear too regular
and smoothed.
The default value is 6.
mix
Mixes many patterns together.
Both volumetric and surface patterns may be used inside.
- string "mix", pattern pattern, float factor
Adds a pattern to the mix.
factor specifies the proportion in which this pattern will be used.
mod
Computes the remainder of the division of two patterns.
It may be used as a numeric and a color pattern.
It may be both a volumetric and a surface pattern.
- string "patterns", pattern pattern1, pattern pattern2
Specify the two patterns. The result will be the remainder of
the division of the first pattern by the second.
mul
Multiplies two patterns.
It may be used as a numeric and a color pattern.
It may be both a volumetric and a surface pattern.
- string "patterns", pattern pattern1, pattern pattern2
Specify the two patterns that have to be multiplied.
multifractal
A pure multifractal.
It may be used as a numeric, a color and a displacement
pattern.
It is a volumetric pattern.
- string "value", { float x, float left, float right }
Specify the value-gradient.
- string "color", { float x, vector3 left, vector3 right }
Specify the color-gradient.
- string "depth", { float x, float left, float right } | float depth
Specify the depth-gradient or the base depth.
The default value for the base depth is 0.1.
- string "scale", float scale
Specify the scaling of the texture.
The default value is 1.0.
- string "basis", string type
Specify the basis function of the fractal.
Valid types are:
- "normal"
- "ridged"
- "eroded"
- "crater"
- "power"
- "exp"
- "log"
- "sin"
- "cos"
The default value is "normal".
- string "turbulence.distortion", float distortion
Specify the distortion of the fractal.
The default value is 1.0.
- string "turbulence.omega", float min, float max
Specify the bounds for the fractal dimension.
The higher these values the more uneven the profile of
the pattern.
These values usually go from 0 (no turbulence) to 1.
The default values are 0.5, 0.6.
- string "turbulence.lambda", float lambda
Specify the frequency change between each scale of
turbulence.
Turbulence is obtained by summing layers of noise with
different frequency. This value represents the scale in
frequency that is applied to each layer to obtain the following one.
This value should be greater than 1.
The default value is 2.0.
- string "turbulence.octaves", int octaves
Specify the number of noise layers that are used to obtain turbulence.
The higher this value the higher the computation time.
If this value is too low the turbulence may appear too regular
and smoothed.
The default value is 6.
multifractal-3d
A pure multifractal.
It may be used only as a displacement pattern.
It is a volumetric pattern.
- string "depth", float depth
Specify the depth.
The default value for depth is 0.1.
- string "scale", float scale
Specify the scaling of the texture.
The default value is 1.0.
- string "basis", string type
Specify the basis function of the fractal.
Valid types are:
- "normal"
- "ridged"
- "eroded"
- "crater"
- "power"
- "exp"
- "log"
- "sin"
- "cos"
The default value is "normal".
- string "turbulence.distortion", float distortion
Specify the distortion of the fractal.
The default value is 1.0.
- string "turbulence.omega", float min, float max
Specify the bounds for the fractal dimension.
The higher these values the more uneven the profile of
the pattern.
These values usually go from 0 (no turbulence) to 1.
The default values are 0.5, 0.6.
- string "turbulence.lambda", float lambda
Specify the frequency change between each scale of
turbulence.
Turbulence is obtained by summing layers of noise with
different frequency. This value represents the scale in
frequency that is applied to each layer to obtain the following one.
This value should be greater than 1.
The default value is 2.0.
- string "turbulence.octaves", int octaves
Specify the number of noise layers that are used to obtain turbulence.
The higher this value the higher the computation time.
If this value is too low the turbulence may appear too regular
and smoothed.
The default value is 6.
multifractal-RGB
A pure multifractal that uses three separate color channels to
form the output color.
It may be used as a color and a displacement pattern.
It is a volumetric pattern.
- string "rcolor", { float x, vector3 left, vector3 right }
Specify the red color-gradient.
- string "gcolor", { float x, vector3 left, vector3 right }
Specify the green color-gradient.
- string "bcolor", { float x, vector3 left, vector3 right }
Specify the blue color-gradient.
- string "rdepth", { float x, float left, float right }
Specify the red depth-gradient.
It is used to determine the X displacement.
- string "gdepth", { float x, float left, float right }
Specify the green depth-gradient.
It is used to determine the Y displacement.
- string "bdepth", { float x, float left, float right }
Specify the blue depth-gradient.
It is used to determine the Z displacement.
- string "depth", float depth
Specify the base depth.
The default value for depth is 0.1.
- string "scale", float scale
Specify the scaling of the texture.
The default value is 1.0.
- string "basis", string type
Specify the basis function of the fractal.
Valid types are:
- "normal"
- "ridged"
- "eroded"
- "crater"
- "power"
- "exp"
- "log"
- "sin"
- "cos"
The default value is "normal".
- string "turbulence.distortion", float distortion
Specify the distortion of the fractal.
The default value is 1.0.
- string "turbulence.omega", float min, float max
Specify the bounds for the fractal dimension.
The higher these values the more uneven the profile of
the pattern.
These values usually go from 0 (no turbulence) to 1.
The default values are 0.5, 0.6.
- string "turbulence.lambda", float lambda
Specify the frequency change between each scale of
turbulence.
Turbulence is obtained by summing layers of noise with
different frequency. This value represents the scale in
frequency that is applied to each layer to obtain the following one.
This value should be greater than 1.
The default value is 2.0.
- string "turbulence.octaves", int octaves
Specify the number of noise layers that are used to obtain turbulence.
The higher this value the higher the computation time.
If this value is too low the turbulence may appear too regular
and smoothed.
The default value is 6.
not
Computes the negation of a pattern.
It may be used as a numeric and a color pattern.
It may be both a volumetric and a surface pattern.
- string "pattern", pattern pattern
Specify the pattern that has to be negated.
The negation of a number n is defined to be 1-n.
pits
Creates disordered pitted regions.
It may be used as a numeric, a color and a displacement
pattern.
It is a volumetric pattern.
- string "value", float value
Specify the value of the pits.
Outside of the pits the value is the input one.
- string "color", vector3 color
Specify the color of the pits.
Outside of the pits the color is the input one.
- string "depth", float depth
Specify the depth of the pits.
Outside of the pits the depth is zero.
The default value is 0.02.
- string "scale", float scale
Specify the scaling of the texture.
The default value is 1.0.
- string "power", float power
Specify the power to which the slope value is exponentiated.
The higher this value the sharper the pits.
The default value is 4.0.
- string "area", float area
Specify the approximate area of each pitted region.
The default value is 1.0.
- string "size", float size
Specify the approximate size of each pit.
The default value is 0.05.
projection
Projects a (possibly surface) pattern using a volumetric formula.
It may be used as a numeric, a color and a displacement pattern.
It is volumetric pattern.
- string "pattern", pattern pattern
Specify the pattern to project.
- string "type", string projection
Specify the type of projection.
Valid types are:
- "plane" : projects the texture orthogonally on the local
XY plane.
- "sphere" : wraps the texture on a sphere.
- "cylinder" : wraps the texture on a cylinder.
- string "axes", string x, string y, string z
Specify the x, y, and z axes.
Valid values for the parameters are:
- string "u-angle", float angle
Specify the u angle that contains a complete instance of the
pattern (for spherical and cylindrical projections).
- string "v-angle", float angle
Specify the v angle that contains a complete instance of the
pattern (for spherical projections).
oldwood
Reproduces an old and corrugated wood.
It may be used as a numeric, a color and a displacement
pattern.
It is a volumetric pattern.
- string "vein-value", float value
Specify the value of veins.
Outside of the veins the value is the input one.
The default value is 0.4.
- string "vein-color", vector3 color
Specify the color of veins.
Outside of the veins the color is the input one.
The default value is (0.50, 0.25, 0.0).
- string "vein-size", float size
Specify the approximate size of veins.
The default value is 0.1.
- string "vein-width", float width
Specify the approximate width of veins.
The default value is 0.3.
- string "node-value", float value
Specify the value of nodes.
The default value is 0.3.
- string "node-color", vector3 color
Specify the color of nodes.
The default value is (0.28, 0.15, 0.0).
- string "node-amount", float amount
Specify the amount of nodes.
The default value is 0.15.
- string "node-size", float size
Specify the approximate size of nodes.
The default value is 0.16.
- string "grain-amount", float amount
Specify the amount of grain.
The default value is 0.5.
- string "grain-size", float size
Specify the approximate size of grain.
The default value is 0.07.
- string "darkening-amount", float amount
Specify the amount of changes in luminosity that form darker
areas.
The default value is 0.4.
- string "darkening-size", float size
Specify the size of dark areas.
The default value is 1.0.
- string "pit-area", float area
Specify the area of pitted regions.
The default value is 0.8.
- string "pit-size", float size
Specify the size of pits.
The default value is 0.05.
- string "depth", float depth
Specify the depth of the pits.
Outside of the pits the depth is zero.
The default value is 0.02.
- string "scale", float scale
Specify the scaling of the texture.
The default value is 1.0.
- string "caching", int memory
Specify the memory occupancy of the cache in Kb.
The default value is 1024.
- string "turbulence.amount", float amount
Specify the amount of turbulence.
The default value is 0.0.
- string "turbulence.frequency", float freq
Specify the frequency of turbulence.
The higher this value the smaller the scale of variations.
The default value is 1.0.
- string "turbulence.omega", float min, float max
Specify the bounds for the fractal dimension of turbulence.
It actually uses a multifractal, with varying fractal
dimension.
The higher these values the more uneven the profile of
turbulence.
These values usually go from 0 (no turbulence) to 1.
The default values are 0.3, 0.6.
- string "turbulence.lambda", float lambda
Specify the frequency change between each scale of
turbulence.
Turbulence is obtained by summing layers of noise with
different frequency. This value represents the scale in
frequency that is applied to each layer to obtain the following one.
This value should be greater than 1.
The default value is 2.0.
- string "turbulence.octaves", int octaves
Specify the number of noise layers that are used to obtain turbulence.
The higher this value the higher the computation time.
If this value is too low the turbulence may appear too regular
and smoothed.
The default value is 5.
radial
Reproduces a linear gradient that extends radially in all
directions from the local origin.
It may be used as a numeric, a color and a displacement pattern.
It is a volumetric pattern.
- string "value", { float x, float left, float right }
Specify the value-gradient.
- string "color", { float x, vector3 left, vector3 right }
Specify the color-gradient.
- string "depth", { float x, float left, float right } | float depth
Specify the depth-gradient or the base depth.
The default value for the base depth is 0.1.
- string "scale", float scale
Specify the scaling of the texture.
It actually determines the number of tilings of the gradient.
The default value is 1.0.
- string "tiling", int switch
Specify if tiling is to be used.
switch 0 means tiling is off, switch 1 means tiling is on.
If tiling is off, the value outside of the gradient is clamped.
The default value is 0.
- string "turbulence.amount", float amount
Specify the amount of turbulence.
The default value is 0.0.
- string "turbulence.frequency", float freq
Specify the frequency of turbulence.
The higher this value the smaller the scale of variations.
The default value is 1.0.
- string "turbulence.omega", float omega
Specify the fractal dimension of turbulence.
The higher this value the more uneven the profile of
turbulence.
This value usually go from 0 (no turbulence) to 1.
The default value is 0.5.
- string "turbulence.lambda", float lambda
Specify the frequency change between each scale of
turbulence.
Turbulence is obtained by summing layers of noise with
different frequency. This value represents the scale in
frequency that is applied to each layer to obtain the following one.
This value should be greater than 1.
The default value is 2.0.
- string "turbulence.octaves", int octaves
Specify the number of noise layers that are used to obtain turbulence.
The higher this value the higher the computation time.
If this value is too low the turbulence may appear too regular
and smoothed.
The default value is 6.
scales
Reproduces scales, similar to snake's skin.
It may be used as a numeric, a color and a displacement pattern.
It is a volumetric pattern.
- string "value", { float x, float left, float right }
Specify the value-gradient.
- string "color", { float x, vector3 left, vector3 right }
Specify the color-gradient.
- string "depth", { float x, float left, float right } | float depth
Specify the depth-gradient or the base depth.
The default value for the base depth is 0.1.
- string "scale", float scale
Specify the scaling of the texture.
It actually determines the number of tilings of the gradient.
The default value is 1.0.
- string "irregularity", float variation
Specify the amount of variation.
It may assume values from 0.0 to 1.0.
The default value is 0.8.
- string "turbulence.amount", float amount
Specify the amount of turbulence.
The default value is 0.4.
- string "turbulence.frequency", float freq
Specify the frequency of turbulence.
The higher this value the smaller the scale of variations.
The default value is 1.0.
- string "turbulence.omega", float omega
Specify the fractal dimension of turbulence.
The higher this value the more uneven the profile of
turbulence.
This value usually go from 0 (no turbulence) to 1.
The default value is 0.5.
- string "turbulence.lambda", float lambda
Specify the frequency change between each scale of
turbulence.
Turbulence is obtained by summing layers of noise with
different frequency. This value represents the scale in
frequency that is applied to each layer to obtain the following one.
This value should be greater than 1.
The default value is 2.0.
- string "turbulence.octaves", int octaves
Specify the number of noise layers that are used to obtain turbulence.
The higher this value the higher the computation time.
If this value is too low the turbulence may appear too regular
and smoothed.
The default value is 2.
shingles
Reproduces shingles.
It may be used as a numeric, a color and a displacement pattern.
It is a surface pattern.
- string "value", { float x, float left, float right }
Specify the value-gradient.
- string "color", { float x, vector3 left, vector3 right }
Specify the color-gradient.
- string "depth", { float x, float left, float right } | float depth
Specify the depth-gradient or the base depth.
The default value for the base depth is 0.1.
- string "scale", float scale
Specify the scaling of the texture.
It actually determines the number of tilings of the gradient.
The default value is 1.0.
- string "variation", float variation
Specify the amount of variation.
It may assume values from 0.0 to 1.0.
The default value is 0.5.
- string "turbulence.amount", float amount
Specify the amount of turbulence.
The default value is 0.0.
- string "turbulence.frequency", float freq
Specify the frequency of turbulence.
The higher this value the smaller the scale of variations.
The default value is 1.0.
- string "turbulence.omega", float omega
Specify the fractal dimension of turbulence.
The higher this value the more uneven the profile of
turbulence.
This value usually go from 0 (no turbulence) to 1.
The default value is 0.5.
- string "turbulence.lambda", float lambda
Specify the frequency change between each scale of
turbulence.
Turbulence is obtained by summing layers of noise with
different frequency. This value represents the scale in
frequency that is applied to each layer to obtain the following one.
This value should be greater than 1.
The default value is 2.0.
- string "turbulence.octaves", int octaves
Specify the number of noise layers that are used to obtain turbulence.
The higher this value the higher the computation time.
If this value is too low the turbulence may appear too regular
and smoothed.
The default value is 3.
smoke
Reproduces an evolving column of smoke.
It may be used as a numeric, a color and a displacement pattern.
It is a volumetric pattern.
- string "value", float value
Specify the value assumed by smoke.
Out of the smoke column the value is zero.
The default value is 1.0.
- string "color", vector3 color
Specify the color assumed by smoke.
Out of the smoke column the color is black.
The default value is (1, 1, 1).
- string "depth", float depth
Specify the depth assumed by smoke.
Out of the smoke column the depth is zero.
The default value is 0.1.
- string "source", vector3 source
Specify the position of the source of smoke.
The default value is (0, 0, 0).
- string "dispersion", float dispersion
Specify a dispersion factor of the smoke column.
The dispersion is actually computed as:
exp( -dispersion * z )
where z is the z coordinate of the considered point.
The default value is 0.05.
- string "speed", float speed
Specify the vertical speed of the smoke column.
The default value is 3.0.
- string "swirling", float radius, float r-speed, float v-speed
Specify smoke helical swirlings.
radius specifies the radius of the helicoids,
r-speed specifies their rotational speed, and
v-speed specifies their vertical speed.
The default values are 0.18, 2*PI, 1.5.
- string "start", float start, float end
Specify the starting sequence, that is to say the time
interval in which smoke begins to exit from the source.
start specifies the starting instant, at which the flux is zero, while
end specifies the instant at which the flux reaches its maximum.
The default values are 0.0, 0.3.
- string "end", float start, float end
Specify the ending sequence, that is to say the time
interval in which smoke stops to exit from the source.
start specifies the last instant at which the flux is maximum, while
end specifies the instant at which the flux reaches zero.
The default values are 0.7, 1.0.
- string "time", float time
Specify the current time, at which smoke is rendered.
The default values is 0.5.
- string "shape", float radius, float thickness, float border
Specify the shape of the smoke column.
The smoke column is an empy tube.
radius is the mean radius of the tube, thickness is the width
of that part of the tube with maximum density, and border is
the width of the outer part with varying density.
In practice, in the center of the tube, from 0 to radius -
thickness - border, the smoke has zero density, from
radius - thickness - border to radius - thickness the density
increases from 0 to 1, from radius - thickness to radius +
thickness density is 1, and from radius + thickness to radius
+ thickness + border density goes from 1 to 0.
The default values are 0.11, 0.03, 0.01.
- string "turbulence.amount", float amount
Specify the amount of turbulence.
The default value is 0.1.
- string "turbulence.frequency", float freq
Specify the frequency of turbulence.
The higher this value the smaller the scale of variations.
The default value is 1.0.
- string "turbulence.omega", float omega
Specify the fractal dimension of turbulence.
The higher this value the more uneven the profile of
turbulence.
This value usually go from 0 (no turbulence) to 1.
The default value is 0.5.
- string "turbulence.lambda", float lambda
Specify the frequency change between each scale of
turbulence.
Turbulence is obtained by summing layers of noise with
different frequency. This value represents the scale in
frequency that is applied to each layer to obtain the following one.
This value should be greater than 1.
The default value is 2.0.
- string "turbulence.octaves", int octaves
Specify the number of noise layers that are used to obtain turbulence.
The higher this value the higher the computation time.
If this value is too low the turbulence may appear too regular
and smoothed.
The default value is 1.
sub
Subtracts two patterns.
It may be used as a numeric and a color pattern.
It may be both a volumetric and a surface pattern.
- string "patterns", pattern pattern1, pattern pattern2
Specify the two patterns. The second will be subtracted from
the first.
threads
Reproduces the threads typically present on screws.
The threads follow an elical path that extends in the V
direction, from 0 to 1.
It may be used as a numeric, a color and a displacement pattern.
It is a surface pattern.
- string "value", { float x, float left, float right }
Specify the value-gradient.
- string "color", { float x, vector3 left, vector3 right }
Specify the color-gradient.
- string "depth", { float x, float left, float right } | float depth
Specify the depth-gradient or the base depth.
The default value for the base depth is 0.1.
- string "scale", float scale
Specify the scaling of the texture.
It actually determines the number of tilings of the gradient.
The default value is 1.0.
- string "power", float power
Specify the power to which the slope value is exponentiated
before indexing the gradient.
The higher this value the sharper the dents.
The default value is 1.0.
- string "frequency", float frequency
Specify the number of cycles of the thread.
The default value is 5.0.
- string "phase", float phase
Specify an optional phase angle for the cycles.
The default value is 0.0.
- string "offset", float offset
Specify an optional offset for the cycles.
The default value is 0.0.
- string "dampzone", float dampzone
Specify the width of the extrema, in which the bevelled
threads become thiner and thiner until they disappear.
The default value is 0.05.
tint
A uniform tint pattern
It is both a volumetric and a surface pattern.
- string "value", float value
Specify the output value.
- string "color", vector3 color
Specify the output color.
wood
A simple (and standard) wood texture.
It may be used as a numeric, a color and a displacement
pattern.
It is a volumetric pattern.
- string "value", { float x, float left, float right }
Specify the value-gradient.
- string "color", { float x, vector3 left, vector3 right }
Specify the color-gradient.
- string "depth", { float x, float left, float right } | float depth
Specify the depth-gradient or the base depth.
The default value for the base depth is 0.1.
- string "scale", float scale
Specify the scaling of the texture.
The default value is 1.0.
- string "turbulence.amount", float amount
Specify the amount of turbulence.
The default value is 0.8.
- string "turbulence.frequency", float freq
Specify the frequency of turbulence.
The higher this value the smaller the scale of variations.
The default value is 1.0.
- string "turbulence.omega", float min, float max
Specify the bounds for the fractal dimension of turbulence.
It actually uses a multifractal, with varying fractal
dimension.
The higher these values the more uneven the profile of
turbulence.
These values usually go from 0 (no turbulence) to 1.
The default values are 0.3, 0.6.
- string "turbulence.lambda", float lambda
Specify the frequency change between each scale of
turbulence.
Turbulence is obtained by summing layers of noise with
different frequency. This value represents the scale in
frequency that is applied to each layer to obtain the following one.
This value should be greater than 1.
The default value is 2.0.
- string "turbulence.octaves", int octaves
Specify the number of noise layers that are used to obtain turbulence.
The higher this value the higher the computation time.
The default value is 1.