This texture does fire by altering the color and filter values of an object.
This way, you can create a plane, turn it into fire, and place it within a
scene. The texture can represent anything from a forest fire to the flame in
an oil lamp. The orientation of the fire with respect to the object surface
allows you to change the fire from a campfire shape, to a wall of fire with a
flat bottom, to a beam of fire with flecks of flame on the either side of the
column. This texture gives you full control of the colors and speed of the
fire.
Requester:
Fragmentation Adjust: This parameter lets you adjust the size of the
detail (the flecks of fire) within the fire. Large numbers will look more
like a bon fire and small number will start to look more like a torch or an
oil lamp flame.
Convection Speed: This parameter sets the speed that the fire
details (the flecks of fire again) will move when animated.
Central Color/Filter: These parameters set the attributes for the
center of the fire texture.
Outer Color/Filter: These parameters set the attributes for the
edges of the fire.
Time Adjust: This is the animation parameter. Morphing
this parameters causes the fire to animate. The animation of the fire is not
looping, but fire is stochastic enough that you can usually get away with
looping it. Some good parameters to start with may be something like 0.0 to
0.6 for a 30 frame animation.
Intensity Adjust: This parameter blends the texture attributes
with the attributes that are already applied to the object. It can be used to
morph the texture onto or off of an object or just to apply the texture
"thinly."
(Use edit axis to change the size/position/orientation of this texture)
Note: This texture works best when applied to a bright object.
sample object: Primitive Plane with Z axis perpendicular to surface
============================
Rain Texture
Type: Bump.
Rain makes a surface look like that of a puddle being rained upon. Rain is
basically similar to DripDrop.itx. The texture allows the defining of a range
of drop parameters (wavelength, amplitude, radius, and number of ripples).
Rain occurs in a repeatable cycle. You pick the number of drops in the cycle,
and how long (as a fraction of the cycle length) each drop stays around. The
textures Axis bounding box restricts this texture's area of effect. - ie. the
rain will fall within the area bounded by the texture's axis.
Requester:
Min/Max Wavelength: These are the parameters that set up a range of widths
each ripple.
Min/Max Z Amplitude: These are the same as a bump adjust. They are used to
set the apparent height/depth of the waves.
Min/Max Max Radius: These set up a range of sizes for the circles created
by the ripple.
Min/Max Ripple Count: These parameters let you set a range for the number of
wavefronts in each drop-ripple.
Min/Max Lifetime: This parameters are used to set how long (as a fraction
of the cycle length) each drop stays around. The smaller these numbers are,
the faster the drop-ripples dissapear - Use this to make the ripples dissapate
at the rate you need.
Dist Travelled: This is the animation tween position parameter that
controls at which point the animation is in the tween. This is the parameter
that has to be morphed to make this texture animate - morph it from 0.0 to 1.0.
# of Drops in Cycle: This parameter sets how many drops are going to fall in
one animation cycle. The more drops you use here, the longer it will take to
render the texture.
Random Seed: This parameter can be used to get different patterns of
rain.
sample object: primative plane with Z axis perpindicular to surface
============================
Spark Texture
Type: Color, Reflect, Filter.
Spark does the arcing, jumping, popping, dancing thing that a spark between two
electrodes does. This is an animatable noise function, so the only thing
changing during the animation is the noise being added to the texture. The
attributes of the spark itself are user definable. Use the noise function and
the texture axis to alter the shape, size, and position of the spark.
Requester:
Dist Travelled: This is the animation tween position parameter that
controls at which point the animation is in the tween. This is the parameter
that has to be morphed to make this texture animate - morph it from 0.0 to 1.0.
Travel Magnitude Adj: This is the animatable noise magnitude parameter. This
controls the amount of noise gyrations the texture goes through. Making this
number bigger will increase the number of gyrations. This can be used to speed
up or slow down the noise gyrations during a fixed number of frames.
Color/Reflect/Filter: These parameters set the attributes of the spark.
Noise 1 and 2: These parameters will change the pattern and shape of
the spark. Setting them to 0,0,0,0 will give you a straight, flat line. Adding
in the noise will break up and scatter the sparks shape.
sample object: primative plane with Z axis perpindicular to surface
============================
TieDye (Tie Dyed Rings) Texture
Type: Color.
TieDye takes three seed colors and creates rings of interpolated colors
centered around the texture's Z axis. Then, by adding to these rings, you get
something that looks alot like a tie dye pattern. In this texture, the noise
itself is what's animated, making some really psychedelic effects of moving,
rolling colors. The texture's axis is used for scaling, shaping, and
positioning the texture.
Requester:
Noise 1 and 2: These parameters will change the pattern and shape of
the splotches. Setting them to 0,0,0,0 will give you an idea of the base
pattern, and then adding in the noise will break up and scatter the pattern.
Colors 1, 2, and 3: These set up the three colors that all the texture's colors are interpolated from.
Travel Magnitude: This is the animatable noise magnitude parameter. This
controls the amount of noise gyrations the texture goes through. Making this
number bigger will increase the number of gyrations. This can be used to speed
up or slow down the noise gyrations during a fixed number of frames.
Dist Travelled: This is the animation tween position parameter that
controls at which point the animation is in the tween. This is the parameter
that has to be morphed to make this texture animate - morph it from 0.0 to 1.0.
sample object: primative sphere
====================================
Fog Textures
====================================
Ghost Texture
Type: Fog.
This texture alters the fog length of an object at its edges and makes fog
objects with curved edges look insubstantial. The texture must be used on a
fog object with an initial fog length setting (.1 works well but, of course,
the best value depends upon what you are trying to accomplish). Color can be
added to the object with attributes, brushes, or textures and can be use to do
light beams, gas flames, etc.
Requester:
Fog Length at T: T is a value that goes from 0.0 on the parts of the
surface that face you to 1.0 on the parts of the object that are perpindicular
to the camera. The fog length at T=0.0 is taken from the object's attributes,
the fog length at T=n (the next parameter in this requester) is this
parameter, and the fog length at T=1.0 (The edges of the object) is a fixed
value that makes the edges effectively dissapear.
T: This is a threshold value that determines where, as
the surface curves away from the camera, you want to fog length to be some
particular value.
sample object: primative sphere
============================
FogTop Texture
Type: Fog.
This texture is very similar to MntnTop (mountain top), except that instead of
changing the color/reflect/filter values on the object, it alters the fog
length. This makes the fog object fade out in the direction of the texture's
Z axis. The texture must be used on a fog object with an initial fog length
setting (.1 works well but, of course, the best value depends upon what you
are trying to accomplish). The texture can be sized and positioned by editing
the texture's axis and color can be added to the object with attributes,
brushes, or textures. FogTop works well with Ghost for making fire out of a
cone object (use fireball to color the cone).
Requester:
Fog Length at T: T is a value that goes from 0.0 at the bottom of
the texture's bounding box (in its Z axis direction) to 1.0 at the top of the
texture's bounding box. The fog length at T=0.0 is taken from the object's
attributes, the fog length at T=n (the next parameter in this requester) is
this parameter, and the fog length at T=1.0 (The texture's bounding box) is a
fixed value that makes the top of the object effectively dissapear.
T: This is a threshold value that determines where,
as the texture moves up the area of the bounding box, you want to fog length
to be some particular value.
Noise Magnitude/Velocity: These parameters can be used to make the top edges
of the fog transition more ragged and irregular.
sample object: primative sphere
============================
FogPaint Texture
Type: Fog.
This texture looks at the colors already on the the fog object and everywhere
the red color gun is turned up high, the fog will look thick - as the red
color gun gets turned down, the fog gets thinner. This way, you could apply a
texture or a brush of a particular shape, and "paint" the fog to be thicker
where you want it to be. The texture must be used on a fog object with an
initial fog length setting (.1 works well but, of course, the best value
depends upon what you are trying to accomplish). The noise that is added to
the texture can be sized and positioned by editing the texture's axis and
color can be added to the object with attributes, brushes, or textures - or
you can use the color values in this texture itself.
Requester:
Fog Length at T: T is a value that goes from 0.0 at where the red
color gun of the object is turned off to 1.0 where the red color gun is full
on (255). The fog length at T=0.0 is taken from the object's attributes, the
fog length at T=n (the next parameter in this requester) is this value, and
the fog length at T=1.0 is a fixed value that makes the object dissapear where
the red color gun is full on.
T: This is a threshold value that determines where,
as the red color gun on the object changes, you want to fog length to be some
particular value.
Noise Magnitude/Velocity: These parameters can be used to break up the
blending of fog values and make the transition regions look less regular.
Denser and 2nd Colors: These color values alloy you to set the colors of the fog. The denser color gets put where the fog is thickest, and the 2nd color gets put where the fog is thinnest.
sample object: primative sphere
============================
Nebula Texture
Type: Fog.
This texture is very similar to Ghost, except that there is a noise function
to perturb the fog, and some automatic coloring that can be done by the
texture. This texture makes the fog object fade out at its edges and have a
whispy interior appearance. The texture must be used on a fog object with an
initial fog length setting (.1 works well but, of course, the best value
depends upon what you are trying to accomplish). The texture can be sized and
positioned by editing the texture's axis and color can be added to the object
with attributes, brushes, textures, or with Nebula itself. Nebula can be used
to do gaseous things like nebulas and smoke.
Requester:
Fog Length at T: Aside from what the noise function does to the fog
length, this "Fog Length at T" idea works the same as it does in Ghost. That
is: T is a value that goes from 0.0 on the parts of the surface that face you
to 1.0 on the parts of the object that are perpindicular to the camera. The
fog length at T=0.0 is taken from the object's attributes, the fog length at
T=n (the next parameter in this requester) is this value, and the fog length
at T=1.0 (The edges of the object) is a fixed value that makes the edges
effectively dissapear.
T: This is a threshold value that determines where, as
the surface curves away from the camera, you want to fog length to be some
particular value.
Noise 1 and 2: These noise functions are used to break-up and
scramble and mix the nebulous/whispy pattern.
Central Color: This color is applied to the thickest (shortest
fog-length) parts of the fog. The color of the fog in the thinner areas comes