Search results

Jump to navigation Jump to search

Page title matches

  • {{#indexentry:bumps, keyword}} {{#indexentry:bumps, pattern}}
    2 KB (243 words) - 08:29, 1 March 2014

Page text matches

  • ...3.5.1.3 [[Documentation:Tutorial Section 3.3#Using Pattern Modifiers|Using Pattern Modifiers]] ::::2.2.8.2.1 [[Reference:Tracing Options#Render Pattern|Render Pattern]]
    89 KB (9,046 words) - 08:15, 17 June 2021
  • :::* [[Reference:Tracing Options#Render Pattern|Render Pattern]] :* [[Reference:Pattern|Pattern]]
    33 KB (3,799 words) - 08:11, 17 June 2021
  • ...n section [[Reference:Pattern|Pattern]] can be used as a pigment or normal pattern.</p> ...be a [[Documentation:Tutorial Section 3.3#Using Pigment and Patterns|color pattern]], a [[Documentation:Tutorial Section 3.3#Using Color List Pigments|color l
    67 KB (10,475 words) - 15:22, 9 June 2021
  • <code>[[Reference:Agate Pattern|:agate|agate]]</code><br> <code>[[Reference:Agate Pattern|:agate_turb|agate_turb]]</code><br>
    44 KB (6,152 words) - 11:29, 2 October 2018
  • &quot;Patterns&quot; can be used as a pigment or normal pattern.</p> It does not have to be a single color. It can be a color pattern, a color
    43 KB (6,515 words) - 12:51, 22 October 2009
  • {{#indexentry:pattern modifiers}} <p>Pattern modifiers are statements or parameters which modify how a pattern
    13 KB (2,138 words) - 14:36, 9 June 2021
  • ##[[Reference:Pattern|Patterns]] ###[[Reference:Pattern#General Patterns|General Patterns]]
    13 KB (1,628 words) - 17:24, 21 April 2012
  • <ul><li><!--<linkto "Agate">Agate</linkto>--->[[Reference:Agate Pattern|Agate]]</li> <li><!--<linkto "Bozo">Bozo</linkto>--->[[Reference:Bozo Pattern|Bozo]]</li>
    38 KB (5,895 words) - 20:53, 2 July 2021
  • difficult to mathematically model lots of bumps. We can however simulate the way bumps look by altering the way light reflects off of the surface.
    33 KB (5,190 words) - 17:41, 10 February 2020
  • {{#indexentry:bumps, keyword}} {{#indexentry:bumps, pattern}}
    2 KB (243 words) - 08:29, 1 March 2014
  • ...artificially modifying (or perturbing) this normal vector you can simulate bumps. This is done by adding an optional <code>normal</code> statement.</p> <p class="Note"><strong>Note:</strong> Attaching a normal pattern does not really modify the surface. It only affects the way light reflects
    5 KB (895 words) - 20:33, 2 July 2021
  • we render this example, we see a pattern which fades back and forth between [ 0.0 bumps 1 scale .1]
    36 KB (5,495 words) - 14:23, 16 December 2016
  • <code>[[Reference:Agate Pattern|agate]]</code><br> <code>[[Reference:Boxed Pattern|boxed]]</code><br>
    2 KB (215 words) - 14:52, 9 June 2021
  • {{#indexentry:bozo, pattern}} {{#indexentry:pattern, bozo}}
    3 KB (414 words) - 08:24, 1 March 2014
  • ...further shape the contours. It is best illustrated with a gradient normal pattern. For example:</p> <p>Gives a ramp wave pattern that looks like small linear ramps that climb from the points at x=0 to x=1
    7 KB (1,157 words) - 08:49, 30 June 2017
  • pattern</em>. Patterns are used in pigments, normals and texture maps as well each pattern has a unique value. Patterns do not wrap around a surface like
    4 KB (606 words) - 19:27, 23 July 2012
  • {{#indexentry:hexagon, pattern}} {{#indexentry:pattern, hexagon}}
    2 KB (313 words) - 19:06, 15 March 2012
  • {{#indexentry:brick, pattern}} {{#indexentry:pattern, brick}}
    2 KB (324 words) - 08:27, 1 March 2014
  • ...apply single normal pattern to an entire surface but you may also create a pattern or blend of normals using a <code>normal_map</code>. The syntax for a <code [0.3 bumps scale 2]
    3 KB (473 words) - 08:48, 30 June 2017
  • ...ur needs you can use a <code>bump_map</code> to wrap a 2-D bit-mapped bump pattern around your 3-D objects.</p> ...ls the square area from (x,y) coordinates (0,0) to (1,1) regardless of the pattern's original size in pixels. If you would like to change this default you may
    6 KB (998 words) - 11:40, 6 February 2018

View (previous 20 | next 20) (20 | 50 | 100 | 250 | 500)