Difference between revisions of "Reference:Discontinuous Patterns"
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− | <p>Some patterns are discontinuous, meaning their slope is infinite. These patterns are <em>not</em> suitable for use as object normals. These patterns work best | + | <p>Some patterns are discontinuous, meaning their slope is infinite. These patterns are <em>not</em> suitable for use as object normals. These patterns work best with textures and media:</p> |
<table class="tablelist"> | <table class="tablelist"> | ||
<tr valign="top"> | <tr valign="top"> | ||
<td width="33%"> | <td width="33%"> | ||
− | <code>brick</code><br> | + | <code>[[Reference:Brick Pattern|brick]]</code><br> |
− | <code>cells</code><br> | + | <code>[[Reference:Cells Pattern|cells]]</code><br> |
− | <code>checker</code><br> | + | <code>[[Reference:Checker Pattern|checker]]</code><br> |
− | <code>crackle</code><br> | + | <code>[[Reference:Crackle Pattern|crackle]]</code><br> |
</td> | </td> | ||
<td width="33%"> | <td width="33%"> | ||
− | <code>facets</code><br> | + | <code>[[Reference:Facets Pattern|facets]]</code><br> |
− | <code>hexagon</code><br> | + | <code>[[Reference:Hexagon Pattern|hexagon]]</code><br> |
− | <code>object</code><br> | + | <code>[[Reference:Object Pattern|object]]</code><br> |
− | <code>pavement</code><br> | + | <code>[[Reference:Pavement Pattern|pavement]]</code><br> |
</td> | </td> | ||
<td width="33%"> | <td width="33%"> | ||
− | <code>square</code><br> | + | <code>[[Reference:Square Pattern|square]]</code><br> |
− | <code>tiling</code><br> | + | <code>[[Reference:Tiling Pattern|tiling]]</code><br> |
− | <code>triangular</code><br> | + | <code>[[Reference:Triangular Pattern|triangular]]</code><br> |
</td> | </td> | ||
</tr> | </tr> | ||
</table> | </table> | ||
− | <p class="Note"><strong>Note:</strong> The <code>cells</code> and <code>crackle</code> patterns are mixed cases in that they are <em>discontinuous</em> at their respective boundaries. However, there is no limit to the different number of values, in the range of 0 to 1, that they can generate. When using the <code>solid</code> keyword with the <code>crackle</code> pattern it becomes <em>discontinuous</em>.</p> | + | <p class="Note"><strong>Note:</strong> The <code>cells</code> and <code>crackle</code> patterns are mixed cases in that they are <em>discontinuous</em> at their respective boundaries. However, there is no limit to the different number of values, in the range of 0 to 1, that they can generate. When using the <code>solid</code> keyword with the <code>crackle</code> pattern it becomes <em>discontinuous</em>. The <code>pavement</code> and <code>tiling</code> patterns are also <em>discontinuous</em> at their respective boundaries, while other portions ramp.</p> |
Latest revision as of 13:13, 1 April 2017
Some patterns are discontinuous, meaning their slope is infinite. These patterns are not suitable for use as object normals. These patterns work best with textures and media:
Note: The cells
and crackle
patterns are mixed cases in that they are discontinuous at their respective boundaries. However, there is no limit to the different number of values, in the range of 0 to 1, that they can generate. When using the solid
keyword with the crackle
pattern it becomes discontinuous. The pavement
and tiling
patterns are also discontinuous at their respective boundaries, while other portions ramp.