Art Deco

Cellular Default

The Art Deco 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 Art Deco texture can be addressed by its two zones, the Background and Foreground colors. The texture modulates from one zone to the other based on your settings, each zone can have either a Value or a Color and Alpha. The applied zone is dependent on the レイヤー効果 to which the texture is applied. For instance, if the texture is applied as a Displacement, the Value settings would be used, whereas setting the texture effect to Diffuse Color would use the Color and Alpha settings for Background and Foreground. This shader is similar to the Crackle shader and provides a random crack-like pattern, muck like a dried-up river bed. The Art Deco shader differs from the Crackle shader in that distance between the cells has been changed to give them a looser, more organic feel.

注意:  For information regarding adding and working with Shader Tree Items Layers, please see the シェーダーツリー topic.

レイヤーのプロパティ

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Enable

レイヤーの効果のオンとオフを切り替えます。これは、 シェーダーツリー。無効にすると、レイヤーはシーンのシェーディングに影響を与えません。しかしながら、 Modo無効なレイヤーをシーンとともに保存し、レイヤー全体で永続化しますModoセッション。

Invert

レイヤーの色(RGB値)を反転して、ネガティブな効果を生み出します。

Blend Mode

同じエフェクトタイプの異なるレイヤー間のブレンドに影響します。これにより、さまざまな効果のために複数のレイヤーを積み重ねることができます。

ブレンドの詳細については、 レイヤーブレンドモード

Opacity

現在のレイヤーの透明度を変更します。このレイヤーの下にレイヤーがある場合、 Shader Tree、この値を小さくすると、下位層が次第に明らかになります。値を小さくすると、常にレイヤーの効果が薄暗くなります。

Locator

の関連付けを設定しますテクスチャロケータ。ほとんどのテクスチャレイヤーにはTexture LocatorそれModoで自動的に作成されますItem List。これは、テクスチャのマッピングを定義します(方法Modoテクスチャを表面に適用します。別のロケーターを指定できますが、これは通常必要ありません。複数のテクスチャアイテムで単一のロケータを共有する必要がある場合があります。

Projection Type

テクスチャ/マテリアルを3Dサーフェスに適用する方法を定義します。種類によって効果は大きく異なります。それぞれのガイドについてProjection Type見る投影タイプのサンプル

Projection Axis

テクスチャ/マテリアルはこの軸に沿って投影されます。これはPlanarCylindricalSphericalCubicBox 、そして、 Light Probe投影タイプ。

Art Deco Properties

Emodo Properties

Organic - Art Deco

Seed

The Seed value is the initial number used when generating the procedural values. Different Seed values produce different random variations and can be useful in changing the texture result, however, you need to use the same Seed value when it is necessary for items to retain the same variations.

Octaves

Defines the number of iterations used to create the texture. As this number is increased, turbulence is generated by summing noise, with each summed noise being half the magnitude of the previously summed noise. At low values, the turbulence is smoother, increasing in detail as the number of octaves is increased.

Frequency

Controls the overall frequency or scale of the texture. Increasing this value creates more turbulence, stirring up the pattern.

Increment

Controls the scaling of each successive iteration. When the control is at a low value, the turbulence is tight and crinkled, becoming increasingly smoother as the parameter is increased.

Power

Controls the degree to which the edges of the texture are mixed up.

Output Controls

Lower Clip

Specifies a clip level for the Background Color/Value, truncating values beyond the defined setting. Combined with the Upper Clip value, you can apply this option to extend or contract the total range of values for the texture.

Upper Clip

Specifies a clip level for the Foreground Color/Value, truncating values beyond the defined setting. Combined with the Lower Clip value, you can apply this option to extend or contract the total range of values for the texture.

Bias

Increasing this value causes 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 affects the falloff of the gradient ramp between the two color values. Setting the Gain to 100% creates a very sharp falloff effect, whereas setting the value to 0% creates a plateau around the value or color mid-point with sharp falloff on either extreme of the gradient.

Output Regions

When the Output Regions option is enabled, the procedural texture outputs random gray shades per region rather than outlines for tiles providing you a means to add random variety to the procedurally created texture. You can further control the amount of variation using the 地域HSV process layer.

Background Color/Value

Specifies the Color (or Value) of the texture's Background area, which ramps toward the Foreground Color/Value.

Background Alpha

Specifies the Alpha transparency of the Background Color.

Background - Use Last Layer

When enabled the Background Color area is completely transparent, revealing the shading results of any lower layers.

Foreground Color/Value

Specifies the Color (or Value) of the texture's Foreground area, which ramps toward the Background Color/Value.

Foreground Alpha

Specifies the Alpha transparency of the Foreground Color.

Foreground - Use Last Layer

When enabled the Foreground Color area is completely transparent, revealing the shading results of any lower layers.