114 lines
3.6 KiB
ReStructuredText
114 lines
3.6 KiB
ReStructuredText
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************
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Introduction
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************
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.. figure:: /images/render_materials_legacy-textures_introduction_menu.png
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:width: 230px
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The Texture Type list in the Texture panel of the Texture buttons.
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Procedural textures are textures that are defined mathematically.
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They are generally relatively simple to use,
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because they do not need to be mapped in a special way.
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This does not mean that procedural textures cannot become very complex.
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These types of textures are 'real' 3D. By that we mean that they fit together perfectly at
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the edges and continue to look like what they are meant to look like even when they are cut;
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as if a block of wood had really been cut in two.
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Procedural textures are not filtered or anti-aliased. This is hardly ever a problem:
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the user can easily keep the specified frequencies within acceptable limits.
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Common Options
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==============
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Noise Basis
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-----------
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Each noise-based Blender texture (except Voronoi and Simple Noise) has
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a *Noise Basis* setting that allows the user to select
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which algorithm is used to generate the texture.
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This list includes the original Blender noise algorithm.
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The *Noise Basis* settings makes the procedural textures extremely flexible (especially *Musgrave*).
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The *Noise Basis* governs the structural appearance of the texture:
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.. list-table::
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* - .. figure:: /images/render_materials_legacy-textures_introduction_noise-basis-blender-original.jpg
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:width: 160px
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Blender Original.
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- .. figure:: /images/render_materials_legacy-textures_introduction_noise-basis-voronoi-f1.jpg
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:width: 160px
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Voronoi F1.
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- .. figure:: /images/render_materials_legacy-textures_introduction_noise-basis-voronoi-f2-f1.jpg
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:width: 160px
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Voronoi F2-F1.
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* - .. figure:: /images/render_materials_legacy-textures_introduction_noise-basis-original-perlin.jpg
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:width: 160px
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Original Perlin.
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- .. figure:: /images/render_materials_legacy-textures_introduction_noise-basis-voronoi-f2.jpg
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:width: 160px
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Voronoi F2.
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- .. figure:: /images/render_materials_legacy-textures_introduction_noise-basis-voronoi-crackle.jpg
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:width: 160px
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Voronoi Crackle.
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* - .. figure:: /images/render_materials_legacy-textures_introduction_noise-basis-improved-perlin.jpg
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:width: 160px
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Improved Perlin.
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- .. figure:: /images/render_materials_legacy-textures_introduction_noise-basis-voronoi-f3.jpg
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:width: 160px
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Voronoi F3.
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- .. figure:: /images/render_materials_legacy-textures_introduction_noise-basis-cell-noise.jpg
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:width: 160px
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Cell Noise.
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* - .. figure:: /images/render_materials_legacy-textures_introduction_noise-basis-voronoi-f4.jpg
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:width: 160px
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Voronoi F4.
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- ..
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- ..
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There are two more possible settings for *Noise Basis*, which are relatively similar to *Blender Original*:
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Improved Perlin and Original Perlin.
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Nabla
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-----
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Almost all procedural textures in Blender use derivatives for calculating normals for texture mapping
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(except *Blend* and *Magic*). This is important for Normal and Displacement Maps.
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The strength of the effect is controlled with the *Nabla* number field.
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Hints
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=====
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Procedural textures can either produce colored textures, intensity only textures,
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textures with alpha values and normal textures.
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If intensity only ones are used the result is a black-and-white texture,
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which can be greatly enhanced by the use of ramps.
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If on the other hand you use ramps and need an intensity value,
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you have to switch on *No RGB* in the *Mapping* panel.
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