____________________________________________________________________________________
3d_value_concentric_origin is used to access the distance to the origin of any point in space.
In the image above, the map is plugged into the modifier map value_stripe_map to make the
shape of these values visible.
3d_value_marble
The 3d_value_marble is a basic value map, similar to the 2d_value_marble map.
3d_value_noise is the basis for many of the chaos functions, marble maps, and bump maps. It has the benefit of being continuous in 3d space, so there are no seams.
3d_value_noise_complex is more complex then 3d_value_noise and takes a little longer to render. It is used to make complex noise patterns.
It is based on noise harmonics, the concept of layering noises of different sizes to simulate the randomness seen in nature.
The harmonic scale determines how much the noise decays as it becomes
smaller. When this parameter is increased less of the
smaller features will be visible.
3d_value_x
3d_value_x gives direct access to the X coordinate in the local space of the object.
This is used to create textures that fade from left to right. There
are no seams in this map like 2d maps, and the values are not bound
from zero to one like they are with most maps.
3d_value_y
3d_value_y gives direct access to the Y coordinate in the local space of the object.
This is used to create textures that fade from down to up. There are
no seams in this map like 2d maps, and the values are not bound from
zero to one like they are with most maps.
3d_value_z
3d_value_z gives direct access to the Z coordinate in the local space of the object.
This is used to create textures that fade from back to front. There
are no seams in this map like 2d maps, and the values are not bound
from zero to one like they are with most maps.
value_light_amount
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.
3d_bump_noise is a basic bump map.
It has parameters to change the scale and height. Best results
are obtained with low values of the parameters and put on round
objects.
3d_bump_noise_complex
3d_bump_noise_complex is more complex then 3d_bump_noise, and takes more time to render. It is used to make complex noise patterns.
It is based on noise harmonics, the concept of layering noises of different sizes to simulate the randomness seen in nature.
The harmonic scale determines how much the noise decays as it becomes smaller. When this parameter is increased less of the smaller features will be visible.