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1630 Chapter 16: Material Editor, Materials, and Maps
the arcball used to rotate viewports, although
dragging inside the circle rotates along all three
axes, and dragging outside it rotates about the W
axis only). The Angle UV W values change as you
drag in the dialog.
Blur—Affects the sharpness or blurriness of the
map based on its distance from the view. The
fartherawaythemapis,thegreatertheblurring.
The Blur value blurs maps i n world space. Blur is
primarily used to avoid aliasing (page 3–907).
Blur Offset—Affects the sharpness or blurriness of
the map without regard to its distance from the
view. Blur Offset blurs the image itself in object
space.Usethisoptionwhenyouwanttosoftenor
defocus the details in a map to achieve the effect
of a blurred image.
See Blur/Blur O ffset (page 3–918).
Noise Rollout (2D)
Material Editor > Select sample slot. > Get M aterial >
Material/Map Browser > Turn on 2D Maps. > Select a map
type. > Drag map from Browser thumbnail to sample slot.
> N oise rollout is displayed in the Material Editor.
You can add a random noise to the appearance of
your material. Noise perturbs the UV mapping of
pixels by applying a fractal noise function.
Noise patterns can be very complex and are a
versatile way to create apparently random patterns.
They are also good for sim ulating surfaces found
innature,asischaracteristicoffractalimages.
Noise parameters interact closely with each other.
Slight variations in each can create noticeably
different effects.
Note: Noise settings aren’t displayed in viewports.
Above: A checker map and a bitmap
Below: The same maps with noise applied
Procedures
To add noise to a material:
1.
In the Noise rollout, select On.
2. Adjust the three noise parameters to get an
effect you like.
To remove noise from a material:
•IntheNoiserollout,turnoffOn.
Noiseisnolongerappliedtothemap.
To animate the noise effect:
1.
Turn on the Auto Key button.
2. Move to a non-zero frame.
3. In the Noise rollout, turn on Animate.
Bydefault,animationkeysaresetateitherend
of the active frame range.
4. Change the Phase value at different keyframes.
Interfa ce