{"id":3655,"date":"2014-05-01T12:10:24","date_gmt":"2014-05-01T10:10:24","guid":{"rendered":"http:\/\/www.book.artbeeweb.nl\/?p=3655"},"modified":"2014-05-08T19:29:42","modified_gmt":"2014-05-08T17:29:42","slug":"what-are-the-2d-surface-texture-building-blocks-used-for","status":"publish","type":"post","link":"http:\/\/www.book.artbeeweb.nl\/?p=3655","title":{"rendered":"What are the 2D surface texture building blocks used for?"},"content":{"rendered":"<p>Nodes are the essential building blocks in the Advanced interface to the Poser Material Room. They are the graphical representation of mathematical function calls, that is: calculation procedures which turn parameters (inputs) to a result (output).<\/p>\n<p><img decoding=\"async\" src=\"http:\/\/www.book.artbeeweb.nl\/wp-content\/gallery\/postpmra\/PMRA.70.01.jpg\" alt=\"\" align=\"right\" width=\"250\" \/><strong>Advanced<\/strong><\/p>\n<p>The various nodes from the 2D Textures group all serve the same purpose: offering an image or tiling pattern which is to be (UV-) mapped onto the object surface. <a title=\"click for details\" href=\"\/?p=3645\">Image_Map <\/a>and <a title=\"click for details\" href=\"\/?p=3649\">Movie <\/a>do so with external static or dynamic sources. The other options generate patterns on their own. Let\u2019s have a closer look at those.<\/p>\n<p>In all cases: for each portion of an object that has its own UV coordinates, both U and V vary from 0.0 to 1.0. U mainly in horizontal direction, V in vertical direction.<\/p>\n<h3>Wave2D<\/h3>\n<p>This node generates a circular sine wave pattern, which is ideal for wavy displacement maps.<br \/>\n<img decoding=\"async\" src=\"http:\/\/www.book.artbeeweb.nl\/wp-content\/gallery\/postpmra\/PMRA.70.02.jpg\" alt=\"\" width=\"800\"\/><\/p>\n<p>The <strong>U_pos<\/strong>, <strong>V_pos<\/strong> parameters determine the center of the pattern, <strong>Frequency<\/strong> determines the number of repetitions and by animating the <strong>Phase<\/strong>, the pattern starts rippling.<br \/>\n<img decoding=\"async\" src=\"http:\/\/www.book.artbeeweb.nl\/wp-content\/gallery\/postpmra\/PMRA.70.03.jpg\" alt=\"\" \/><\/p>\n<p>As a single pattern looks quite simplistic and cartoony, one can combine patterns with different frequencies (and origins, phases as well) to make more complex, realistic ones.<\/p>\n<p><img decoding=\"async\" src=\"http:\/\/www.book.artbeeweb.nl\/wp-content\/gallery\/postpmra\/PMRA.70.04.jpg\" alt=\"\" width=\"800\" \/><br \/>\nMade from<br \/>\n<img decoding=\"async\" src=\"http:\/\/www.book.artbeeweb.nl\/wp-content\/gallery\/postpmra\/PMRA.70.05.jpg\" alt=\"\" width=\"800\"\/><\/p>\n<h3>Brick<\/h3>\n<p>This node generates a brick &amp; mortar texture, in the first place for use in the Diffuse slot, or in combination with its alternatives. But because brick and mortar behave different for specularity, and for bump\/displacement, variants of the node are usually combined with some other components of the PoserSurface.<\/p>\n<p><img decoding=\"async\" src=\"http:\/\/www.book.artbeeweb.nl\/wp-content\/gallery\/postpmra\/PMRA.70.06.jpg\" alt=\"\" align=\"left\"  width=\"350\" \/> <img decoding=\"async\" src=\"http:\/\/www.book.artbeeweb.nl\/wp-content\/gallery\/postpmra\/PMRA.70.07.jpg\" alt=\"\" align=\"right\" width=\"500\" \/><br \/>\n<strong>Brick_Width<\/strong> and <strong>Height<\/strong>, and <strong>Mortar_Width<\/strong> define the main aspects of the texture, while <strong>U_offset<\/strong>, <strong>V_offset<\/strong> define the placement of the texture on the object. Note that all of those are expected to vary within the 0..1 bound.<\/p>\n<p><strong>Turbulence<\/strong> makes the mortar-lines less straight and perfect, while <strong>Noise<\/strong> makes the mortar filling more irregular. As the manual states: Turbulence is low frequency, Noise is high frequency variation. In plain English: Turbulence affects the shape of the stones, Noise affects the structure of the mortar. I can choose between original and improved noise, the first one is meant for compatibility with older Poser versions.<\/p>\n<p><strong>Softness<\/strong> defines the brick-to-mortar distinction, the higher the value the more brick blends into the mortar.<\/p>\n<p>Tip: believable brick textures do need serious variation in brick color and brightness. Using additional (non-brick) textures for Diffuse_Value, or plugged into to Brick_Color slot, can help a lot in this. Especially the Clouds node (from the 3D Textures collection) might be a nice one.<\/p>\n<h3>Tile<\/h3>\n<p>Although the Brick node can be used to make shiny tiles as well, all of those will be in a similar color, and all of them will be rectangular too. The Tile node makes a variation on this, by offering alternating colors, and roundish (ellipsoid) shapes as well.<\/p>\n<p><img decoding=\"async\" src=\"http:\/\/www.book.artbeeweb.nl\/wp-content\/gallery\/postpmra\/PMRA.70.08.jpg\" alt=\"\" width=\"800\"\/><br \/>\nMade with<br \/>\n<img decoding=\"async\" src=\"http:\/\/www.book.artbeeweb.nl\/wp-content\/gallery\/postpmra\/PMRA.70.09.jpg\" alt=\"\" \/><\/p>\n<p>Parameters are similar to Brick: <strong>Tile_Width<\/strong> and <strong>Height<\/strong>, and <strong>Mortar_Width<\/strong> define the main aspects of the texture, while <strong>U_offset<\/strong>, <strong>V_offset<\/strong> define the placement of the texture on the object. Note that all of those are expected to vary within the 0..1 bound.<\/p>\n<p><strong>Turbulence<\/strong> affects the shape of the tiles, <strong>Noise<\/strong> affects the structure of the mortar. I can choose between original and improved noise, the first one is meant for compatibility with older Poser versions. <strong>Softness<\/strong> defines the brick-to-mortar distinction, the higher the value the more brick blends into the mortar.<\/p>\n<h3>Weave<\/h3>\n<p>Weaves are meant for cloth, but of course one can make nice garden fences with it too. It\u2019s just a matter of scale (and color, and material details). This:<br \/>\n<img decoding=\"async\" src=\"http:\/\/www.book.artbeeweb.nl\/wp-content\/gallery\/postpmra\/PMRA.70.10.jpg\" alt=\"\" width=\"800\"\/><br \/>\nIs made with<br \/>\n<img decoding=\"async\" src=\"http:\/\/www.book.artbeeweb.nl\/wp-content\/gallery\/postpmra\/PMRA.70.11.jpg\" alt=\"\" \/><\/p>\n<p>The colors speak for themselves, and the <strong>U_Scale<\/strong> and <strong>V_Scale<\/strong> determine the amount of threads on the surface (times two, as the object surface apparently has U and V from -1..1). So the plane shown above has 2x 10 (U-Scale) threads in Color-1, and 2x 20 (V-Scale) threads in Color-2 which then of course have half the thickness.<\/p>\n<p>To my observation, the <strong>Height<\/strong> parameter has no effect at all. Larger <strong>Bias<\/strong> values create thicker and flatter threads, or: reduce the space between them. Larger <strong>Gain<\/strong> values sharpen the texture, higher values make more distinct threads, as for paper \/ wood strips while more fuzzy threads are fine for textile weaves. Bias and Gain vary from 0.0 to 1.0. Note: at other places Bias is defined as brightness of the underlying greyscales, and Gain is defined as its contrast, both as if applied by Photoshop or alike in a pre-processing stage.<\/p>\n<p style=\"text-align: right;\"><a href=\"\/?p=3657\">Next &gt;<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Nodes are the essential building blocks in the Advanced interface to the Poser Material Room. They are the graphical representation of mathematical function calls, that is: calculation procedures which turn parameters (inputs) to a result (output). Advanced The various nodes from the 2D Textures group all serve the same purpose: offering an image or tiling &hellip; <a href=\"http:\/\/www.book.artbeeweb.nl\/?p=3655\" class=\"more-link\">Continue reading<span class=\"screen-reader-text\"> &#8220;What are the 2D surface texture building blocks used for?&#8221;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"ngg_post_thumbnail":0,"footnotes":""},"categories":[5],"tags":[145,133],"series":[128],"class_list":["post-3655","post","type-post","status-publish","format-standard","hentry","category-poser","tag-material-room","tag-poser","series-matroom-advanced"],"_links":{"self":[{"href":"http:\/\/www.book.artbeeweb.nl\/index.php?rest_route=\/wp\/v2\/posts\/3655","targetHints":{"allow":["GET"]}}],"collection":[{"href":"http:\/\/www.book.artbeeweb.nl\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"http:\/\/www.book.artbeeweb.nl\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"http:\/\/www.book.artbeeweb.nl\/index.php?rest_route=\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"http:\/\/www.book.artbeeweb.nl\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=3655"}],"version-history":[{"count":7,"href":"http:\/\/www.book.artbeeweb.nl\/index.php?rest_route=\/wp\/v2\/posts\/3655\/revisions"}],"predecessor-version":[{"id":4322,"href":"http:\/\/www.book.artbeeweb.nl\/index.php?rest_route=\/wp\/v2\/posts\/3655\/revisions\/4322"}],"wp:attachment":[{"href":"http:\/\/www.book.artbeeweb.nl\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=3655"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/www.book.artbeeweb.nl\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=3655"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/www.book.artbeeweb.nl\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=3655"},{"taxonomy":"series","embeddable":true,"href":"http:\/\/www.book.artbeeweb.nl\/index.php?rest_route=%2Fwp%2Fv2%2Fseries&post=3655"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}