#SDP SXP's IPAS
29-Nov-94 14:32:36
Sb: #138580-#SDP SXP's IPAS
Fm: Mike White SunDog Pro. 72002,1010
To: Mike White SunDog Pro. 72002,1010
This is part three of a three part message regarding SDP's SXP IPAS routines.
Available through Autodesk Multimedia Dealers and Schreiber Instruments.
LAYERS.SXP – Layered Noise Function (Animated),
Overview : Creates a layered-line texture on a noise background that
can be animated to create strange flowing effects.
Dialog Description :
Detail : Level of detail for the texture; HIGH or LOW.
Size : Overall size of the texture.
Brightness : Overall brightness of the texture
(Higher numbers produce brighter textures).
Random # Seed : An arbitrary number to seed the NOISE function with.
Changing this number will change the texture's start
point, thereby creating a different looking texture.
Changing the Start Phase will accomplish this also.
Color 1 : RGB Values for the 1st color in the texture.
Color 2 : RGB Values for the 2nd color in the texture.
Start Phase X : Start offset point for the texture along the X Axis.
Y : Start offset point for the texture along the Y Axis.
Z : Start offset point for the texture along the Z Axis.
End Phase X : End offset point for the texture along the X Axis.
Y : End offset point for the texture along the Y Axis.
Z : End offset point for the texture along the Z Axis.
Start Frame : Frame to begin the Animated effect on.
End Frame : Frame to end the Animated effect on.
MARBL.SXP – Marble Texture,
Overview : Photo-Realistic Marble Textures.
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.
Vein Color : RGB color of the veins.
Primary Color : RGB color of the rest of the texture.
MOTTLE.SXP – Mottled Texture Maker,
Overview : Creates a Mottled or Dented appearance
useful for texture and bump-mapping.
Dialog Description :
Size : Overall size of the texture map.
Brightness : Affects the Brightness of the texture.
Higher numbers make the texture brighter.
Multiplier: Affects the return value of the algorithm by raising
itself to the power of this number.
Iterations : Number of times to loop through the algorithm.
Speed : Affects the rate at which the variables in the iterated
function are incremented.
Color 1 : RGB Values for the first shade in the texture.
Color 2 : RGB Values for the second shade in the texture.
ROCKS.SXP – Rock Texture Function,
Overview : This routine can create a myriad of rock-like textures
ranging from Marbles to Porcelains,
and the user-defined combinations are unlimited.
Dialog Description :
Size : The overall 3d scale of the texture
(larger numbers scale up)
Width : The width of the veins (Marble or Agate),
or bumpy areas (When no veins are used).
Color 1 : RGB values for 1st color.
Color 2 : RGB values for 2nd color.
Differentiation : Affects the frequency of veins and streaks in the texture.
Perturbation : Applies a bit of chaos to the algorithm.
Allow Vein Loss? : Allows the bottom-end of the function to be accessed,
thereby eliminating the 'veins'.
Use Ultra-Opaque? : Causes the dimmest colors in the texture to be set to
black in order to create a better-looking opacity map.
Quick set Options : NONE – Allows the user to define the variables.
MARBLE – Adjusts settings for a marble look.
AGATE – Adjusts settings for an agate look.
SLATE – Adjusts settings for a slate look.
PORCELIN – Adjusts settings for a porcelain look.
** NOTE **
When the quick set option is set to something other than NONE, the
Differentiation, Perturbation, and Allow Vein Loss options cannot be changed.
SQUIGL.SXP – Squiggle Pattern,
Overview : Creates a squiggly line on a noisey background for
texture mapping
Dialog Description :
Size : Overall size of the texture map.
Brightness : Affects the Brightness of the texture.
Higher numbers make the texture brighter.
Multiplier : Affects the return value of the algorithm by raising
itself to the power of this number.
Iterations : Number of times to loop through the algorithm.
Speed : Affects the rate at which the variables in the iterated
function are incremented.
Color 1 : RGB Values for the first shade in the texture.
Color 2 : RGB Values for the second shade in the texture.
STRIPE.SXP – Fractal Stripe Function,
Overview : Creates a texture comprised of fuzzy fractal stripes
on a background.
Dialog Description :
Size : Overall 3d size of the texture.
Continuity : Affects the chaos of the stripes.
Lower numbers produce more chaos.
Stripe Color : RGB color for the stripes.
BkGnd Color : RGB color for the background.
Interpolated? : Applies a smoothing (Hermite) interpolation algorithm
to the texture.
TRIHEX.SXP – Hexagonal Pattern,
Overview : Creates a pattern comprised of hexagons.
Three colors may be defined for the hexagons.
Dialog Description :
SIZE : Overall size of the texture.
Color 1 : RGB Color for the 1st order hexagons.
Color 2 : RGB Color for the 2nd order hexagons.
Color 3 : RGB Color for the 3rd order hexagons.
Phase X : Offset for the X component of the texture.
Y : Offset for the Y component of the texture.
Z : Offset for the Z component of the texture.