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#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.