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2d_value_brick is a simple value map that is used to create a brick texture.
The size of the bricks can be changed by plugging this map into the modifier map 2d_value_transform_map. Sliders will then be available to control the size, rotation, and placement of the bricks.
2d_value_checker is a simple value map that is used to create a checkerboard texture.
The size of the checkerboard can be changed by plugging this map into the
modifier map
2d_value_transform_map. Sliders will then be available to
control the size, rotation, and placement of the bricks.
2d_value_checker_8
2d_value_checker_8 is a simple value map that is used to create a
checker map that is scaled with eight squares in each direction. It is
used with the gingham 2d_value maps and houndstooth 2d_value maps to
create the fabrics materials.
2d_value_checker_fade
2d_value_checker_fade is a 2d_value_checker map with fading squares (a).a
b
To create the fading checkerboard (b), plug the basic map
2d_value_checker_fade into the modifier map value_clip_blur. Sliders
that control the amount of blur between adjacent checkers will become
available.
2d_value_concentric
2d_value_concentric is a basic value map to create circles and spots. The fading circle is centered in the uv plane.
2d_value_fractal is a basic value map based on the midpoint displacement fractal that is used to generate fractal landscapes. This maps makes it possible to create realistic clouds.
This is a checker-like 2d value map.
This is a checker-like 2d value map.
2d_value_hex_lines is a basic value map that is used to create a honeycomb texture.
This map corresponds in size exactly to 2d_value_hex_tiles. This
allows the combination of these two for more complex textures.
2d_value_hex_tiles
2d_value_hex_tiles is a basic value map that is used to create a hexagonal tile texture.
This map corresponds in size exactly to 2d_value_hex_lines. This
allows the combination of these two for more complex textures.
2d_value_houndstooth_1
This is a checker-like 2d value map.
This is a checker-like 2d value map.
This is a basic procedural value map of the famous Mandelbrot set.
The sliders that come with it are as follows:
This is a basic procedural value map of marble.
2d_value_radiate is a basic value map to generate values radiating from the center of the uv plane. When the slider for the ray numbers is set to a whole number an even, accurate number of rays is generated.
2d_value_scale_fade_across is a basic 2d value map that generates fading scales for several basic pattern textures.
2d_value_scale_fade_across is a basic 2d value map that generates fading scales for several basic pattern textures.
2d_value_scale_fade_across is a basic 2d value map that generates scales for several basic pattern textures.
2d_value_square_fade is a basic value map.
The size of the map can be changed by plugging this map into the modifier map 2d_value_transform_map. Sliders will then be available to control the size, rotation, and placement of the map.
2d_value_street_bricks is a basic value map.
The size of the bricks can be changed by plugging this map into the modifier map 2d_value_transform_map. Sliders will then be available to control the size, rotation, and placement of the bricks.
2d_value_tiles is a basic value map.
The size of the tiles can be changed by plugging this map into the modifier map 2d_value_transform_map. Sliders will then be available to control the size, rotation, and placement of the tiles.
2d_value_u gives direct access to the u coordinate of the surface.
This is generally used to create textures that fade horizontally on a
surface. This is a 2d map so if it is used in a texture that is
placed on a round object
there will be a seam where the left and right hand edges meet.
2d_value_v
2d_value_v gives direct access to the v coordinate of the surface.
This is generally used to create textures that fade vertically on a
surface. This is a 2d map so if it is used in a texture that is
placed on a round object
there will be a seam where the top and bottom edges meet.
2d_value_waves
2d_value_waves is a basic value map that produces a value map of propagating concentric waves.
The parameters of this map are as follows:
Value_light_amount is a special value map. It is neither 2d nor 3d. It is used to retrieve information from the raytracer about the light falling on a surface. This light value takes shadows into account, but does not yet account for changes in light color.a
b
In the examples above, the value was plugged into two different maps. The first is a color_HSV_map (a). The hue of the surface is then dependent on the amount of light striking it. In the second example (b) the light value is used to modify the blur value on a 2d_value_checker_fade. The checkers are more clear where the light is striking them, and fade to grey in the shadows.
This is a 2d basic color map that is used to visualize reflection in the Preview Window in the TextureEditor while creating textures. The map consists of a colored checkerboard that wil be reflected in any reflective texture.
This is a 2d basic color map that is used to visualize transparency in the Preview Window in the TextureEditor while creating textures. The map consists of a colored checkerboard that wil be seen through any transparent texture.
2d_bump_fractal is bump function based on the midpoint displacement fractal funtion. It has a very rough appearance and can be used to create all kinds of stones.
2d_bump_ripply is a variation of 2d_bump_waves with waves radiating from the corners of the map as well.
2d_bump_waves produces a bump map of propagating concentric waves.
The parameters of this map are as follows: