 |
This texture simulates the look of crumpled paper, or even of a fractured rock
surface. It modifies the surface normal only. It can be used on any shape
of object including spheres and planes. It can also be used to generate
dents and bumps if the Crumple Balance parameter is set accordingly.
|
|
This bump texture simulates the look of denting or corrosion. It modifies the surface normal only. It can be used on any shape of object including spheres and planes.
By setting the bump adjust parameter to a positive number, the dents can be made into
bumps.
|
 |
This texture is an exploration tool to play with up to four octaves of various styles of a Voronoi-based cell basis function. You can create lots of crumply or cellish looking texures and then color them with ABColorHeight.
|
 |
This texture is used to vary the attributes of areas that are disturbed by AB bump textures or by altitude brush maps. The texture can be used to color bumps and dips, as well as vary almost any other attribute. Especially useful is the ability to vary filter settings. Complete corrosion (as shown at left) can be simulated.
NOTE: Only altitude brush maps or AB Textures that store height information in the shared texture data will work with this texture. Not all bump textures have been converted at this time.
|
 |
This texture can be used to create a dust or snow effect on an object. It can even be used to create polar ice caps. It applies a specified color on all surfaces that point upwards. i.e. in areas where dust would typically fall. It works much like ABFakely, but instead of using the angle towards the viewer, it compares the surface normal with the global Z axis.
|
|
This texture simulates heat distortion of the air by causing random distortion of the image
viewed through any object that this texture is applied to. This can be used to achieve effects
ranging from the look of heat slowly rising off the ground to the look of heat roaring out
the back of a jet engine.
NOTE: In order to see the results of this texture, the scene must be rendered in ray-trace mode.
|
|
This texture creates a hull or brick pattern that can be wrapped around an object in a radial
or spherical manner. Rows can be staggered. Plate sizes can be changed randomly. The plate sizes
can be varied to maintain their size near the poles. Dirt and plate color variance can be added with
an associated specularity variation.
|
|
This texture creates the look of a stone tile surface. It is very similar to the Essence "flagstones" texture.
The parameters are slightly different, but the end result is much the same. The option to use the object's
color for the mortar or stone color has been included so that the texture can be used in conjunction
with other textures.
|
|
This texture applies a planetary texture to the object. It is obviously best used on spheres, but it could be used
on any object. ABColorHeight can be used to modify the default elevation colors. Sea level, ice caps, water depth, and other parameters are modifiable.
|
|
This texture generates a noise pattern that is drawn into a sort of cyclone or tornado.
It can be used to generate something that looks like a hurricane or even a
galaxy. By default, you should set your object color to something other than white
(since overlayed clouds are white). Setting the object
color to Blue looks quite nice.
|
|
This texture allows for any of the standard Imagine attributes to be set via
the texture interface. This texture becomes useful when used with face subgroups.
Normally, a subgroup's attributes will be overwritten whenever a change to the
attributes of the object as a whole are made. By locking a texture to a face
subgroup, the attributes can be locked to the subgroup and will be modified
only via this texture.
|
|
This texture allows for any of the standard Imagine color attributes to be boosted
beyond the 255 limit. As shown in the example picture to the left, this texture can
be used to create a white specular highlight with a colored edge.
Note that this texture can be applied after other textures so that other
textures can be boosted as well as the base object attributes.
|
|
This texture is used to map the Color attribute to any of the Specularity, Filter,
Reflect, or Hardness attributes.
The mapping function can be manipulated to modify the contrast or brightness of the input
colors.
|
|
These textures improve upon Impulse's Fakely texture by adding the
ability to specify angles of begin/end transition instead of just a 0.0 - 1.0 range.
For those not familiar with Fakely, the texture transitions from one attribute in areas
where the surface normal is directly facing the camera to another color in areas where
the surface normal is perpendicular. Color attributes are modified via ABFakely. Non-color attributes
are modified via ABFakeNC.
|
|
This texture modifies the surface normal to make the object look flat. The texture can
flatten the object in one of four ways and has a Fade parameter to vary the strength of
the effect. As shown in the example, the texture can be used to get a cartoon-like effect.
|