| Channel Shader Engines
Diamond
Creates a diamond knurl type of pattern
Dust
Dust can be use to create the appearance of dust collecting on a surface with control of the direction in which the dust collects.
Falloff
Falloff is a shader that can be used to create a cycling falloff of color with turbulence based on a direction vector.
Fbm (Fractal Brownian Motion)
A multi-octave noise type. There is a channel shader for UV mapping and a channel shader for surface normal mapping. Has control of color, brightness, contrast, animation and more.
Grid
Creates a repeating grid type of pattern with controls for scale contrast brightness and color.
Grooves
Creates a repeating groove pattern with controls for scale contrast brightness and color.
Linear Scratches
Creates linear scratches all running in one direction.
Radial Scratches
Creates scratches running radially around the center of the surface.
Radial Scratch Pattern
Creates a repeating pattern of tiled Scratches radial scratches like engine tooled metal.
Noise
Creates 2 dimensional noise with settings for color, animation, brightness, contrast etc. There is a channel shader for UV mapping and a channel shader for surface normal mapping.
Random
Picks a random value for every sample.
Ridged Fractal
Multi-octave fractal noise type. Parameters for color, animation, brightness, contrast etc. There is a channel shader for UV mapping and a channel shader for surface normal mapping.
Smudges
Useful for creating smudges on surfaces. It looks good on surfaces such as glass.
Turbulence
A multi-octave noise type. Parameters for color, animation, brightness, contrast etc. There is a channel shader for UV mapping and a channel shader for surface normal mapping.
VBox Noise
A boxy noise type that is gridlike in its structure. Parameters for color, animation, brightness, contrast etc. There is a channel shader for UV mapping and a channel shader for surface normal mapping.
VL Noise
VL Noise is a perturbed noise that has little evidence of the underlying grid that the standard noise is based on. Parameters for color, animation, brightness, contrast etc. There is a channel shader for UV mapping and a channel shader for surface normal mapping. |