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Essence .itx Documentation (Bandsm.itx)

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Bandsm is a texture slightly similar to Impulse’s old Linear. It applies colour to a certain range of locations based on their Z location in the texture axis. You might add the colour to the parts of the object between 20 and 30 Z units: you’ll apply a 10 unit wide band of colour. You can also make a transition zone before and after the band, so for 5 units (or whatever) the surface colour will gradually be faded into the band colour instead of making a razor sharp change.

These textures can be really useful, especially when animated. You might use the Shellsm texture to make a graphic depiction of a wave travelling on a map away from the epicentre of an earthquake by morphing larger ring radii in time.

Another idea is to use the Bandsm texture to apply a thin line that traverses your object from one end to another, like a scanning beam from a measurement device.

You can also make some neat planet effects. You can use several copies of Cylindsm on a flat disk to create planetary rings. Use the texture to add a filter value of 0, 0, 0 to a completely transparent object, exposing the rings.

REQUESTER TABS

  • Low Trans Start:
    The Z value where the band starts being applied.
  • Low Trans Width:
    The Z value where the band is completely applied.
  • Low Sharpness:
    How smoothly the transition blends with the surface colour. 0 is a very gradual, smooth fade, and 1.0 is a linear fade like Impulse’s.
  • Hi Trans Start:
    The Z value where the band starts fading back to the original colour.
  • Hi Trans Width:
    The Z value where the band has completely faded back to the original colour.
  • Hi Sharpness:
    How smoothly the transition blends with the surface colour. 0 is a very gradual, smooth fade, and 1.0 is a linear fade like Impulse’s.
  • Color RGB:
    The colour applied to the band.
  • Reflect RGB:
    The reflect value applied to the band.
  • Filter RGB:
    The filter value applied to the band.
  • Fade Value:
    This parameter allows you to control the strength at which the texture is applied to the object's surface; a value of 0.0 applies the texture at maximum strength, whereas a value of 1.0 makes the effects of texture invisible.