It is really easy to create synthetic textures. There are two kinds of "texture filters":
- Rendering filters which are drawing new images
- Modification filters which are manipulating existing images
Renderer
Cell
Figure 1a. Default cells
|
Figure 1b. Cells: cone + chess
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Figure 1c. Cells: cross + grid
|
See Procedural::Cell
Cloud
Figure 2. Cloud
See Procedural::Cloud
Gradient
Figure 3. Gradient
See Procedural::Gradient
Image
Figure 4. Image
See Procedural::Image
Labyrinth
Figure 5. Labyrinth
See Procedural::Labyrinth
Marble
Figure 6. Marble
See Procedural::Marble
Noise
Figure 7a. White noise
|
Figure 7b. Perlin noise
|
See Procedural::Noise
Solid
Figure 8. Solid
See Procedural::Solid
Textile
Figure 9. Textile
See Procedural::Textile
Wood
Figure 10. Wood
See Procedural::Wood
Manipulation
Abnormals
Figure 1. Abnormals
See Procedural::Abnormals
Alpha
Figure 2. Alpha
See Procedural::Alpha
AlphaMask
Figure 3. AlphaMask
See Procedural::AlphaMask
Blit
Figure 4. Blit
See Procedural::Blit
Blur
Figure 5a. Blur: Mean
|
Figure 5b. Blur: Gauss
|
See Procedural::Blur
Channel
Figure 6a. Channel: blue
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Figure 6b. Channel: gray
|
See Procedural::Channel
CircleTexture
Figure 7. CircleTexture
See Procedural::CircleTexture
Colours
Figure 8. Colours
See Procedural::Colours
Combine
Figure 9. Combine
See Procedural::Combine
Convolution
Figure 10. Convolution
See Procedural::Convolution
Crack
Figure 11. Crack
See Procedural::Crack
Cycloid
Figure 12a. Cycloid: Hypocycloid
|
Figure 12b. Cycloid: Hypotrochoid
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Figure 12c. Cycloid: Epicycloid
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Figure 12d. Cycloid: Epitrochoid
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Figure 12e. Cycloid: Rose curve
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Figure 12f. Cycloid: Lissajous curve
|
See Procedural::Cycloid
Dilate
Figure 13. Dilate
See Procedural::Dilate
Distort
Figure 14. Distort
See Procedural::Distort
EdgeDetection
Figure 15. EdgeDetection
See Procedural::EdgeDetection
EllipseTexture
Figure 16. EllipseTexture
See Procedural::EllipseTexture
Flip
Figure 17a. Flip: point
|
Figure 17b. Flip: vertical
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Figure 17c. Flip: horizontal
|
See Procedural::Flip
Glow
Figure 18. Glow
See Procedural::Glow
Invert
Figure 19. Invert
See Procedural::Invert
Jitter
Figure 20. Jitter
See Procedural::Jitter
Lerp
Figure 21. Lerp
See Procedural::Lerp
Light
Figure 22. Light
See Procedural::Light
Lookup
Figure 23. Lookup
See Procedural::Lookup
Normals
Figure 24. Normals
See Procedural::Normals
OilPaint
Figure 25. OilPaint
See Procedural::OilPaint
Polygon
Figure 16a. Polygon {3}
|
Figure 16b. Polygon {5}
|
Figure 16c. Polygon {6}
|
See Procedural::Polygon
RandomPixels
Figure 27. RandomPixels
See Procedural::RandomPixels
RectangleTexture
Figure 28. RectangleTexture
See Procedural::RectangleTexture
RotationZoom
Figure 29. RotationZoom
See Procedural::RotationZoom
Segment
Figure 30. Segment
See Procedural::Segment
Sharpen
Figure 31a. Sharpen: basic
|
Figure 31b. Sharpen: gaussian
|
See Procedural::Sharpen
TextTexture
Figure 32. TextTexture
See Procedural::TextTexture
Threshold
Figure 33. Threshold
See Procedural::Threshold
Vortex
Figure 34. Vortex
See Procedural::Vortex
Example
The Sample_Material
project demonstrates how to use various texture generators and modifiers to build a texture, with it's associated normal map.
Here is a diagram of how the final texture is obtained: