Difference between revisions of "Reference:Quilted Pattern"
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control0 Value_0 | control1 Value_1 | PIGMENT_MODIFIERS | control0 Value_0 | control1 Value_1 | PIGMENT_MODIFIERS | ||
</pre> | </pre> | ||
+ | |||
+ | <table class="centered" width="420px" cellpadding="0" cellspacing="10"> | ||
+ | <tr> | ||
+ | <td>[[Image:RefImgQuiltedPigment.png|center|200px<!--centered--->]]</td> | ||
+ | <td>[[Image:RefImgQuiltedNormal.png|center|200px<!--centered--->]]</td> | ||
+ | </tr> | ||
+ | <tr> | ||
+ | <td colspan="2"><p class="caption">quilted pattern used as pigment and normal respectively</p></td> | ||
+ | </tr> | ||
+ | </table> |
Latest revision as of 09:28, 1 March 2014
The quilted
pattern was originally designed only to be used
as a normal pattern. The quilted pattern is so named because it can create a
pattern somewhat like a quilt or a tiled surface. The squares are actually
3-D cubes that are 1 unit in size.
When used as a normal pattern, this pattern uses a specialized normal
perturbation function. This means that the pattern cannot be used with
normal_map
, slope_map
or wave type modifiers in a
normal
statement.
When used as a pigment pattern or texture pattern, the quilted
pattern is similar to normal quilted but is not identical as are most normals
when compared to pigments.
The two parameters control0
and control1
are used
to adjust the curvature of the seam or gouge area between
the quilts
.
The syntax is:
pigment { quilted [QUILTED_MODIFIERS...] } QUILTED_MODIFIERS: control0 Value_0 | control1 Value_1 | PIGMENT_MODIFIERS
The values should generally be kept to around the 0.0 to 1.0 range. The default value is 1.0 if none is specified. Think of this gouge between the tiles in cross-section as a sloped line.
This straight slope can be made to curve by adjusting the two control values. The control values adjust the slope at the top and bottom of the curve. A control values of 0 at both ends will give a linear slope, as shown above, yielding a hard edge. A control value of 1 at both ends will give an "s" shaped curve, resulting in a softer, more rounded edge.
The syntax for use as a normal is:
normal { quilted [Bump_Size] [QUILTED_MODIFIERS...] } QUILTED_MODIFIERS: control0 Value_0 | control1 Value_1 | PIGMENT_MODIFIERS