Ogre Procedural  0.3.0 unstable
Procedural Geometry & Textures for Ogre3D
Textures

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
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
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
Figure 12c. Cycloid: Epicycloid
Figure 12d. Cycloid: Epitrochoid
Figure 12e. Cycloid: Rose curve
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
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:

dot_texture_01.png