modo bubbble logo

Glint


Home >> Shade, Light & Render >> Shader Tree Items >> E:MODO Textures >> Glint

back next

Cellular Default

The Glint 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 Glint texture can be addressed by its two zones, the 'Background' and 'Foreground' colors. The texture will modulate from one zone to the other based on the users settings; each zone can have either a 'Value', or a 'Color' and 'Alpha'. 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 shader creates a glint pattern, similar to a specular highlight, as seen on highly polished metals. It can also be used to create stars and other space related patterns.
For information regarding adding and working with Shader Tree Items Layers please reference 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.

Space - Glint --

Glint Noise Type: This option determines the look of the texture distortion, with several Noise function types provided:
Perlin-
Enhanced Perlin-
Gradient-
Value-
Gradient Value-
Impulse-
Lattice-
Bubble-

Glint 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.

Glint Rays: This value controls the number of rays that are used to create the glint pattern.

Glint Brightness: This value controls the overall brightness of the glint flare.

Glint Falloff: This value controls the intensity of the falloff as the rays emanate from the glint fare. Increasing this value creates thinner, longer rays.

Glint Radius: This value controls the radius of the center of the glint flare. When the control is at a low value, the center of the flare will denser, becoming less dense as the parameter is increased.

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.

Top

back next