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Dots Procedural

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Dots Default

The Dots texture creates a grid like pattern of dots across the surface of the mesh. These dots default to a fairly uniform position with hard edges, but can be modified for different placements and soft ramped dots. Procedurally created at render time, the dots texture has no fixed resolution, and can be magnified nearly infinitely with no visual loss in detail.
For information regarding adding and working with Shader Tree Items Layers, please reference the Shader Tree page of the documentation.

Dots Procedural PanelLayer--

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 values 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 (way the texture is applied) to the surface. The 'Locator' option sets that association. Users can choose alternate locators, however, 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.


Dot Color: Determines the color of the Dot itself. This color will ramp to the Filler Color based on the 'Transition Width. The 'Alpha;' value determines the opacity of the dot.

Filler Color: Determines the color of the texture between the dots. The 'Alpha;' value determines the opacity of the filler area.

Type: The Type parameter changes the method for applying the dots to the surface.
Square-- The default Square mode creates a series of perfectly aligned rows and columns of dots that are projected in 2D on a single axis against the mesh. You can see this effect in the image below.
Hexagon-- This mode is similar to the Square method with the exception that the dots are offset in alternating rows creating a hexagonal pattern.
Cube-- This type setting creates a three dimensional array of spheres that intersects with the surface of the mesh. For any projection type other than UV, which causes the dots to lay perfectly on the surface, the mesh will intersect the spheres at different cross sections resulting in dots of varying size and thickness.

Type Square
Type Hexagon
Type Cube

Dot Width: This setting controls the diameter of the dots within the grid. At 100% the dots touch edge to edge.

Dot Width 0%
Dot Width 25%
Dot Width 50%
Dot Width 75%
Dot Width 100%

Transition Width: The Transition Width creates a smooth ramp blend from the Dot color or value to the Filler color or value. This is set as a percentage of the distance between the dot and the filler. Extreme numbers can be used to create interesting effects. Don't be shy!

Transition Width 0%
Transition Width 25%
Transition Width 50%
Transition Width 75%
Transition Width 100%

Bias: Increasing this value will cause the texture to favor the Dot color or value over the Filler whereas decreasing the value causes the Filler color or value to be favored. This value is dependant on the 'Transition Width' as it works across the gray tones of the image.

Bias 0%
Bias 25%
Bias 50%
Bias 75%
Bias 100%

Gain: The Gain setting is similar to a gamma control that effects the falloff of the gradient ramp between the dot and filler 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. This value is dependant on the 'Transition Width' as it works across the gray tones of the image.

Gain 0%
Gain 25%
Gain 50%
Gain 75%
Gain 100%



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