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UV LEDs


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The UVLEDs texture is one of the many procedurally generated textures provided with modo. Procedural textures are mathematically created at render-time, and therefore have no fixed resolution, they can be magnified nearly infinitely with no visual loss in detail. The shaders in the Display group differ from the other Enhance:modo textures in that they present procedurally generated text rather than traditional textures. Similar to the other shaders, UVLEDs can be addressed by its two zones, the 'Background' and 'Foreground' colors, with each zone having either a 'Value', or a 'Color' and 'Alpha'. For UVLEDs, the foreground color specifically controls the display text. The applied Zone is dependent on the 'Effect' to which the texture will be applied. For instance, if the texture is applied as a 'Displacement', the 'Value' settings would be utilized, whereas setting the texture Effect to 'Diffuse Color' would use the 'Color' and 'Alpha' settings for Background and Foreground. This particular shader provides a row of round or square colored LEDs. The display can be animated to provide a variety of blinking, rotating, or flashing LEDs.

For information regarding adding and working with Shader Tree Items Layers please reference the the Shader Tree page of the documentation.

Emodo PropertiesLayer--

Enable: Toggles the effect of the layer on and off, duplicating the functionality of toggling visibility in the Shader Tree. When un-checked (disabled), the layer has no effect on the shading of the scene. However, disabled layers are saved with the scene and are persistent across modo sessions.

Invert: Inverts the RGB values for the layer producing a negative effect.

Blend Mode: Affects blending between different layers of the same effect type, allowing user the ability to stack several layers for different effects. For more on blending, please reference the 'Blend Modes' page of the documentation.

Opacity: Changes the transparency of the current layer. Reducing this value will increasingly reveal lower layers in the shader tree if present, or dim the effect of the layer itself on the surface.

Locator: Most texture layers also have an associated 'Texture Locator' that is automatically created in the 'Item List'. This defines the mapping of the texture (the way it is applied) to the surface. The 'Locator' option sets that association. While users can choose alternate locators, the need to do so will be very rare; still, there are some possible instances where users may want multiple texture items to share a single locator.

Display - UVLEDs --

Seed: The 'Seed' value is the initial number used when generating the procedural values. Different 'Seed' values will produce different random variations and can be useful in changing the texture result; however, users will want to use the same 'Seed' value when it is necessary for items to retain the same variations.

LED Gap: This value determines the spacing between the individual LEDs.

LED Width: This value determines width of the individual LEDS.

Number Of LEDs: This value determines the total number of LEDs in the display.

LEDs On: This value determines the number of LEDs to be drawn, with a value of 100% showing all LEDs. This setting is useful for controlled animations.

Time: This value controls the time value of the LEDS for use with the animation controls, such as Ping Pong Animation or Random Animation.

LED Shape: This option determines the shape of the LEDs. The options are Round or Square.

LED Fade: This option determines whether the LEDs fade from beginning to end or maintain the consistent Foreground Color.

LED Scroll: This option, in conjunction with the Time value creates an animation that cycles through the LEDs from top to bottom.

Ping Pong Animation: This option, in conjunction with the Time value, creates an animation that cycles the LEDs on and off, from the bottom to the top and then back to the bottom.

Random Animation: This option, in conjunction with the Time value, creates an animation that randomly cycles through the LEDs.

Draw Unlit LEDs: When this option is enabled all of the unlit LEDs, as determined by the LED's "On" value.

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Swap UV: When this option is enabled the the UV coordinates of the display text are swapped.

U Offset: This option determines U offset of the display text.

V Offset: This option determines V offset of the display text.

Output Controls--

Lower Clip: This value determines a clip level for the Background Color/Value, truncating values beyond the defined setting. Combined with the Upper Clip value, users can apply this option to extend or contract the total range of values for the texture.

Upper Clip: This value determines a clip level for the Foreground Color/Value, truncating values beyond the defined setting. Combined with the Lower Clip value, users can apply this option to extend or contract the total range of values for the texture.

Bias: Increasing this value will cause the texture to favor the foreground color over the background color, whereas decreasing the value causes the background color to be favored.

Gain: The Gain setting is similar to a gamma control that effects the falloff of the gradient ramp between the two color values. Setting the Gain to 100% will create a very sharp falloff effect, whereas setting the value to 0% would create a plateau around the value or color mid-point with sharp falloff on either extreme of the gradient.

Output Regions: When the 'Output Regions' options is enabled, the procedural texture will output random grey shades per region rather than outlines for tiles providing users a means to add random variety to the procedurally created texture. Users can further control the amount of variation using the 'Regional HSV' process layer.

Background Color/Value: This value determines the Color (or Value) of the texture's Background area, which will ramp toward the Foreground Color/Value.

Background Alpha: This value determines the Alpha transparency of the Background Color.

Background - Use Last Layer: When this option is enabled the Background Color area will be completely transparent, revealing the shading results of any lower layers.

Foreground Color/Value: This value determines the Color (or Value) of the texture's Foreground area, which will ramp toward the Background Color/Value.

Foreground Alpha: This value determines the Alpha transparency of the Foreground Color.

Foreground - Use Last Layer: When this option is enabled the Foreground Color area will be completely transparent, revealing the shading results of any lower layers.

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