CompuServe Messages

#SDP SXP's IPAS

    29-Nov-94 14:30:00
Sb: #138576-#SDP SXP's IPAS
Fm: Mike White SunDog Pro. 72002,1010
To: Mike White SunDog Pro. 72002,1010
This is part two of a three part message regarding SDP's SXP IPAS routines. Available through Schreiber Instruments and Autodesk Multimedia Dealers. AGATE.SXP – Agate Texture Dialog Description : Size : Overall size of the texture. Fractalization : Overall 'chaos' of the texture. Higher numbers produce more chaos. Jitters : Amount of turbulence to add to the width of the veins. Higher numbers produce more 'jitters'. Iterations : Number of times to loop through the algorithm. Higher numbers produce more detail, but take longer. Turbulence : Overall turbulence of the veins. High numbers produce a very turbulent marble, while low numbers produce smooth stripes. Random # Seed : An arbitrary number used to randomize the NOISE function. Changing this number will change the texture's start point, thereby creating a different looking texture. Vein Color : RGB color of the veins. Primary Color : RGB color of the rest of the texture. AMOEBA.SXP – Animated Amoeba Function Overview : Creates a Plasma-like texture that can be animated. Dialog Description : Size : Overall size of the texture. Brightness : Overall brightness of the texture. Color 1 : 1st Color. Select Red, Blue or Purple. Level : Level of color for 1st Color (0 to 255). If you select Red for 1ST COLOR, this sets ONLY the red component of the color. Likewise, selecting Blue sets the only the blue component of the color. With Purple you are setting the red and blue components of the color. Color 2 : 2nd Color. Select Red, Blue or Purple. Level : Level of color for 2nd Color (0 to 255). If you select Red for 2ND COLOR, this sets ONLY the red component of the color. Again, selecting Blue sets only the blue component of the color. Purple allows you to set the red and blue components of the color. Added Color : This color is blended in with the other two selected colors. Some truly odd effects can be generated by playing with this. Start Offset X : Starting point for the X component of the texture. Y : Starting point for the Y component of the texture. Z : Starting point for the Z component of the texture. End Offset X : Ending point for the X component of the texture. Y : Ending point for the Y component of the texture. Z : Ending point for the Z component of the texture. Start Frame # : Frame to start the animated effect. End Frame # : Frame to end the animated effect. BEADED.SXP – Beaded Texture Function, Dialog Description : Map Size : Overall size of the texture. Map Type : Type of texture to create. Either Weaved (spots interlaced by a line, or Spotted (just the spots). 1st Color : RGB values for the 1st color used in the texture. 2nd Color : RGB values for the 1st color used in the texture. Weaved Options : X Adjust : Somewhat of a 'Scale' for the X component of the texture. Y Adjust : Somewhat of a 'Scale' for the Y component of the texture. Z Adjust : Somewhat of a 'Scale' for the Z component of the texture. Brightness : Overall Brightness of the texture. Spotted Options : Spot Size : Size of the Spots. Lower numbers produce smaller spots. X Streaking : Amount to 'Stretch' the spots out along the X axis. Higher numbers produce more streaks. Y Streaking : Amount to 'Stretch' the spots out along the Y axis. Higher numbers produce more streaks. Z Streaking : Amount to 'Stretch' the spots out along the Z axis. Higher numbers produce more streaks. CUBIC.SXP – Cubic Fractal Noise Function, Overview : Creates some truly STRANGE texture and bump maps. Dialog Description : Size : – Overall 3d size of the texture. Strength : – Affects the strength (in color) of the effect. Color 1 – RGB value for 1st color. Color 2 – RGB value for 2nd color. EARTH.SXP – Pseudo-Earth Planet Generator, Overview : This routine generates 'Earth-Like' planet maps complete with continents and water. Dialog Description : Dominant Feature : Dictates the amount of either feature to appear most in the texture. Selecting Land will produce more land and less water, while selecting Water will produce more water and less land. Colors : Land : BLEND color for the land masses Water : BLEND color for the water. Fractalization : Amount by which to 'roughen' the texture. Higher numbers produce more 'roughness'. Iterations : Number of times to step through the equation. Higher numbers produce more detail, but take longer to render. Size : Overall 3d size of the texture. Higher numbers 'Zoom In'. Random # Seed : An arbitrary number used to randomize the NOISE function. Changing this number will change the texture's start point, thereby creating a different looking texture. Changing the Start Phase will accomplish this also. GRANIT.SXP – Granite Function, Overview : Generates a granite-like texture. Dialog Description : Size : Overall size of the texture. Color 1 : RGB values for the 1st color in the texture. Color 2 : RGB values for the 2nd color in the texture. Random # Seed : An arbitrary number used to randomize the NOISE function. Changing this number will change the texture's start point, thereby creating a different looking texture.