The Regional HSV process layer provides you with a way to control variations in e:Modo textures that output regions (such as the Tiles procedural layers). For the Regional HSV layer to work properly, you must enable Output Regions in the originating procedural texture layer. To use Regional HSV, define a layer that supports the Output Regions options and enable Output Regions. Add the Regional HSV layer set to the same effect type directly above the originating layer in the Shader Tree. You can then adjust the minimum and maximum Hue, Saturation, and Value settings to control the amount of variations in the regions.
NOTE: For information about adding and working with Shader Tree item layers, see the Shader Tree topic.
Option |
Description |
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Layer |
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Enable |
Toggles the effect of the layer on and off to duplicate the functionality of toggling visibility in the Shader Tree. When disabled, the layer has no effect on the shading of the scene. However, Modo saves disabled layers with the scene, and they are persistent across Modo sessions. |
Invert |
Inverts the colors (RGB values) for the layer to produce a photonegative effect. |
Blend Mode |
Affects the blending between different layers of the same effect type. With this, you can stack several layers for different effects. For more about blending, see the Layer Blend Modes topic. |
Opacity |
Changes the transparency of the current layer. Reducing this value increasingly reveals lower layers in the Shader Tree, if present, or dims the effect of the layer, itself, on the surface. |
Locator |
Sets the association for the Texture Locator. Most texture layers have a Texture Locator that Modo automatically creates in the Item List. This defines the mapping of the texture (how Modo applies the texture) to the surface. You can specify alternate locators, but the need to do so is rare. Still, you may want multiple texture items to share a single locator. |
Process - Regional HSV |
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Seed |
Specifies the initial number Modo uses 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 you want items to retain the same variations. |
Hue Minimum |
Specifies the low-end hue value that Modo uses to mix the final output. |
Hue Maximum |
Specifies the high-end hue value that Modo uses to mix the final output. |
Saturation Minimum |
Specifies the low-end saturation value that Modo uses to mix the final output. |
Saturation Maximum |
Specifies the high-end saturation value that Modo uses to mix the final output. |
Value Minimum |
Specifies the low-end intensity amount that Modo uses to mix the final output. |
Value Maximum |
Specifies the high-end intensity amount that Modo uses to mix the final output. |