User Manual

Table Of Contents
Controls Tab
The parameters in the Controls tabs modify the tint and opacity of the Face On material and the
Glancing material. A Falloff slider controls the blending between the two.
Color Variation
Two Tone: Two regular Color controls define the colors for Glancing and Face On.
Gradient: A Gradient control defines the colors for Glancing and Face On. This can be
used for a multitude of effects, like creating Toon Shaders, for example.
Face On Color
The Face On Color defines the color of surface parts facing the camera. If the Face On texture
map is provided, then the color value provided here is multiplied by the color values in
the texture.
Reducing the material’s opacity decreases the color and Alpha values of the Face On material,
making the material transparent.
Glancing Color
The Glancing Color defines the color of surface parts more perpendicular to the camera. If the
Glancing material port has a valid input, then this input is multiplied by this color.
Reducing the material’s opacity decreases the color and Alpha values of the Glancing material,
making the material transparent.
Falloff
This value controls the transition between Glancing and Face On strength. It is very similar to a
gamma operation applied to a gradient, blending one value into another.
Material ID
This slider sets the numeric identifier assigned to this material. This value is rendered into the
MatID auxiliary channel if the corresponding option is enabled in the renderer.
Common Controls
Settings Tab
The Settings tab in the Inspector is duplicated in other 3D nodes. These common controls are
described in detail at the end of this chapter in “The Common Controls” section.
Fast Noise Texture [3FN]
The FastNoiseTexture node
Fast Noise Texture Node Overview
The Fast Noise Texture node is the procedural resolution-independent version of the 2D Fast
Noise node. It creates a noise texture directly as a material for usage with 3D nodes. It offers a
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