{"id":3661,"date":"2014-05-01T12:14:02","date_gmt":"2014-05-01T10:14:02","guid":{"rendered":"http:\/\/www.book.artbeeweb.nl\/?p=3661"},"modified":"2014-05-08T19:49:05","modified_gmt":"2014-05-08T17:49:05","slug":"the-3d-solid-texture-nodes","status":"publish","type":"post","link":"http:\/\/www.book.artbeeweb.nl\/?p=3661","title":{"rendered":"The 3D Solid texture nodes"},"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><strong>Advanced<\/strong><\/p>\n<p>This article presents a description of the following nodes from the 3D Textures group:<\/p>\n<ul>\n<li>Cellular<\/li>\n<li>Spots<\/li>\n<li>Marble<\/li>\n<li>Granite<\/li>\n<li>Wood<\/li>\n<li>Wave3d<\/li>\n<\/ul>\n<p>The first ones are meant to fill up solid objects with a texture that has a lot of randomness in it, the latter produce deterministic patterns, with some turbulence for a more natural effect.\u00a0The <a href=\"\/?p=3659\">previous article\u00a0<\/a>offers descriptions of the remaining nodes from the 3D Textures group.<br \/>\n<img decoding=\"async\" src=\"http:\/\/www.book.artbeeweb.nl\/wp-content\/gallery\/postpmra\/PMRA.73.01.jpg\" alt=\"\" align=\"right\" width=\"150\" \/><\/p>\n<h3>Cellular<\/h3>\n<p>This node generates a mosaic \/ stained glass-like pattern. The type of pattern is defined by the <strong>CellMode<\/strong> parameter, the <strong>Color2 \/ Intensity2<\/strong> defines the mortar or lead (walls of the cells) and the cells are filled with either <strong>Color1 \/ Intensity1<\/strong>, or by various colors when the <strong>RandomColor<\/strong> option is checked.<\/p>\n<p>Larger <strong>ScaleX\/Y\/Z<\/strong> values make larger patterns (so these work opposite to the scale parameters of the previous nodes).<\/p>\n<p>So what do the various (Cell)Modes do?<\/p>\n<table>\n<tbody>\n<tr>\n<td width=\"123\">Mode 1 <img decoding=\"async\" src=\"http:\/\/www.book.artbeeweb.nl\/wp-content\/gallery\/postpmra\/PMRA.73.02.jpg\" alt=\"\" width=\"150\"\/><\/td>\n<td width=\"123\">Mode 2 <img decoding=\"async\" src=\"http:\/\/www.book.artbeeweb.nl\/wp-content\/gallery\/postpmra\/PMRA.73.03.jpg\" alt=\"\" width=\"150\"\/><\/td>\n<td width=\"123\">Mode 3 <img decoding=\"async\" src=\"http:\/\/www.book.artbeeweb.nl\/wp-content\/gallery\/postpmra\/PMRA.73.04.jpg\" alt=\"\" width=\"150\"\/><\/td>\n<td width=\"123\">Mode 4 <img decoding=\"async\" src=\"http:\/\/www.book.artbeeweb.nl\/wp-content\/gallery\/postpmra\/PMRA.73.05.jpg\" alt=\"\" width=\"150\"\/><\/td>\n<td width=\"123\">Mode 5 <img decoding=\"async\" src=\"http:\/\/www.book.artbeeweb.nl\/wp-content\/gallery\/postpmra\/PMRA.73.06.jpg\" alt=\"\" width=\"150\"\/><\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<p>In all modes the cell patterns are similar, but the use of the \u201cmortar\u201d is different. Mode 1 makes nice stained-glass while Mode 2 might be nice for granites. Mode 3 and 4 use the mortar to make the structure visible in an indirect way, while Mode 5 does not apply any mortar at all. That means that this mode gives me a homogeneous fill with Color1 when the RandomColor is OFF.<\/p>\n<p>Do note that the texture is a 3D one, it\u2019s continuous in all spatial directions, and mesh edges are irrelevant.<\/p>\n<p><img decoding=\"async\" src=\"http:\/\/www.book.artbeeweb.nl\/wp-content\/gallery\/postpmra\/PMRA.73.07.jpg\" alt=\"\" height=\"250\"\/>  <img decoding=\"async\" src=\"http:\/\/www.book.artbeeweb.nl\/wp-content\/gallery\/postpmra\/PMRA.73.08.jpg\" alt=\"\" height=\"250\"\/><br \/>\nThis however depends somewhat on <strong>Jitter<\/strong>, which controls cell-irregularity. The left render above was made with Jitter=1, the right one with Jitter=0.<\/p>\n<p><img decoding=\"async\" src=\"http:\/\/www.book.artbeeweb.nl\/wp-content\/gallery\/postpmra\/PMRA.73.09.jpg\" alt=\"\" height=\"250\" align=\"right\" \/>Low <strong>Turbulence<\/strong> makes straight cell edges, high values make curves ones. The right image above with Jitter=0, Turbulence=0 changes to \u2026<\/p>\n<p>when only Turbulence is raised to 1.<\/p>\n<p><strong>Noise_Type<\/strong> lets me pick my favorite random number generator behind all the irregularities, and the <strong>Global_Coordinates<\/strong> option determines whether the pattern is relative to the object (OFF) or to the Poser space (ON). The latter is relevant when multiple objects make up one \u2018thing\u2019 and the material has to be continuous over all of them. Note that this also implies that the pattern changes when the object is moved around in an animation, so it\u2019s meant for inanimate objects in the scene.<\/p>\n<h3>Spots<\/h3>\n<p>Spots create the kind of pattern I get when pouring red paint (<strong>Base_color<\/strong>) into a bucked with white (<strong>Spot_color<\/strong>), though I can alter the colors of course. To me the naming of the colors seems a bit in reverse given the result below, but anyway.<\/p>\n<p><img decoding=\"async\" src=\"http:\/\/www.book.artbeeweb.nl\/wp-content\/gallery\/postpmra\/PMRA.73.10.jpg\" alt=\"\" \/>  makes  <img decoding=\"async\" src=\"http:\/\/www.book.artbeeweb.nl\/wp-content\/gallery\/postpmra\/PMRA.73.11.jpg\" alt=\"\" \/><\/p>\n<p><strong>Threshold <\/strong>defines the Base to Spot ratio: a low value (down to 0.0) gives more white (Spots) and a high value (up to 1.0) gives more red (Base).<\/p>\n<p><img decoding=\"async\" src=\"http:\/\/www.book.artbeeweb.nl\/wp-content\/gallery\/postpmra\/PMRA.73.12.jpg\" alt=\"\" align=\"right\" \/><strong>Softness<\/strong> defines the blur at the edges, at 0 the edges are well defined (image above) and higher values makes the impression that I have been stirring the mix. With 0.4 I get\u2026<\/p>\n<p>Larger <strong>Spot_Sizes<\/strong> make larger spots (no surprise there) and as discussed at the other nodes above, <strong>Noise_Type<\/strong> lets me pick my favorite random number generator behind all the irregularities, and the <strong>Global_Coordinates<\/strong> option determines whether the pattern is relative to the object (OFF) or to the Poser space (ON).<\/p>\n<h3>Marble<\/h3>\n<p>No doubt I can guess the use of this one, but\u2026 what\u2019s a proper marble pattern? As<\/p>\n<p><img decoding=\"async\" src=\"http:\/\/www.book.artbeeweb.nl\/wp-content\/gallery\/postpmra\/PMRA.73.13.jpg\" alt=\"\" \/>  makes  <img decoding=\"async\" src=\"http:\/\/www.book.artbeeweb.nl\/wp-content\/gallery\/postpmra\/PMRA.73.14.jpg\" alt=\"\" \/><\/p>\n<p>I see thick veins in one (X-) direction, and thin veins in the two other (Y, Z) directions. Larger <strong>Scales<\/strong> make larger patterns, <strong>Turbulence<\/strong> makes them wilder, and as discussed at the other nodes above, <strong>Noise_Type<\/strong> lets me pick my favorite random number generator behind all the irregularities, and the <strong>Global_Coordinates<\/strong> option determines whether the pattern is relative to the object (OFF) or to the Poser space (ON).<\/p>\n<h3>Granite<\/h3>\n<p>A no-brainer again, but what makes a granite pattern? It\u2019s sort of various kinds of gravel mixed with clay and squeezed together into one material, so<\/p>\n<p><img decoding=\"async\" src=\"http:\/\/www.book.artbeeweb.nl\/wp-content\/gallery\/postpmra\/PMRA.73.15.jpg\" alt=\"\" \/>  makes  <img decoding=\"async\" src=\"http:\/\/www.book.artbeeweb.nl\/wp-content\/gallery\/postpmra\/PMRA.73.16.jpg\" alt=\"\" \/><\/p>\n<p>Larger <strong>Scales<\/strong> make larger patterns, note that the value is increased (from default 1) to 10 to get the granite effect visible. It\u2019s a bit like the Cellular node in Mode 2, with variants of the same (Spot) color. <strong>Shades<\/strong> determines the amount of colors in the granite, while a low <strong>Balance<\/strong> pushes the colors towards the <strong>Spot_color<\/strong>, and a high value pushes the colors towards the <strong>Base<\/strong>.<\/p>\n<p>As discussed at the other nodes above, <strong>Noise_Type<\/strong> lets me pick my favorite random number generator behind all the irregularities, and the <strong>Global_Coordinates<\/strong> option determines whether the pattern is relative to the object (OFF) or to the Poser space (ON).<\/p>\n<h3>Wood<\/h3>\n<p>Another no-brainer, which indeed makes the ring-patterns I expect.<\/p>\n<p><img decoding=\"async\" src=\"http:\/\/www.book.artbeeweb.nl\/wp-content\/gallery\/postpmra\/PMRA.73.17.jpg\" alt=\"\" \/>  makes  <img decoding=\"async\" src=\"http:\/\/www.book.artbeeweb.nl\/wp-content\/gallery\/postpmra\/PMRA.73.18.jpg\" alt=\"\" \/><\/p>\n<p>Larger <strong>Scales<\/strong> make larger patterns, and some <strong>Turbulence<\/strong> make them less regular and hence more natural. As discussed at the other nodes above, <strong>Noise_Type<\/strong> lets me pick my favorite random number generator behind all the irregularities, and the <strong>Global_Coordinates<\/strong> option determines whether the pattern is relative to the object (OFF) or to the Poser space (ON).<\/p>\n<h3>Wave3D<\/h3>\n<p>This is the 3D spatial equivalent of the <a title=\"click for details\" href=\"\/?p=3655\">2D surface wave<\/a>. In 3D, it\u2019s like a sound blast, with alternating high (white) and low (black) pressure areas.<\/p>\n<p><img decoding=\"async\" src=\"http:\/\/www.book.artbeeweb.nl\/wp-content\/gallery\/postpmra\/PMRA.73.19.jpg\" alt=\"\" \/>  makes  <img decoding=\"async\" src=\"http:\/\/www.book.artbeeweb.nl\/wp-content\/gallery\/postpmra\/PMRA.73.20.jpg\" alt=\"\" \/><\/p>\n<p>The <strong>X,Y,Z<\/strong> parameters do NOT scale the pattern, but move the center around instead. Higher <strong>Frequencies<\/strong> make smaller patterns, and more frequent repetitions in the same area. <strong>Phase<\/strong> caters for the alternating state, and is quite valuable in animation.<\/p>\n<p>The pattern is in Global Coordinates and ripples through when the object is moved around.<\/p>\n<p>I\u2019m sure one can find an artistic purpose for texturing with this node. Using it as a density driver in the Poser Atmosphere can make the sound-blast patterns visible in a room (vibrating smoke).<\/p>\n<p style=\"text-align: right;\"><a href=\"\/?p=3663\">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 This article presents a description of the following nodes from the 3D Textures group: Cellular Spots Marble Granite &hellip; <a href=\"http:\/\/www.book.artbeeweb.nl\/?p=3661\" class=\"more-link\">Continue reading<span class=\"screen-reader-text\"> &#8220;The 3D Solid texture nodes&#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-3661","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\/3661","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=3661"}],"version-history":[{"count":6,"href":"http:\/\/www.book.artbeeweb.nl\/index.php?rest_route=\/wp\/v2\/posts\/3661\/revisions"}],"predecessor-version":[{"id":4326,"href":"http:\/\/www.book.artbeeweb.nl\/index.php?rest_route=\/wp\/v2\/posts\/3661\/revisions\/4326"}],"wp:attachment":[{"href":"http:\/\/www.book.artbeeweb.nl\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=3661"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/www.book.artbeeweb.nl\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=3661"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/www.book.artbeeweb.nl\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=3661"},{"taxonomy":"series","embeddable":true,"href":"http:\/\/www.book.artbeeweb.nl\/index.php?rest_route=%2Fwp%2Fv2%2Fseries&post=3661"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}