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Essence .itx Documentation (Lineartu.itx)

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The Linearturb functions similarly to the sm version, in that it applies a band of colour to your object over a range you specify. However, this variant will perturb the transition boundary with turbulent fractal noise, creating a ragged boundary.

The Transition Distance is added so you can have a choice on how to make the boundary move if you are animating an effect travelling over your object’s surface.

REQUESTER TABS

  • Transition Distance:
    The starting position Z value where the transition to the colour first starts.
  • Transition Width:
    The width of the transition band.
  • 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.
  • Trans. Vary:
    The maximum amount of variation (in Imagine Units) the noise will apply.
  • Initial Scale:
    The size (in Imagine Units) of the coarsest features you want to represent. If you’re not certain, try a length corresponding to about 20 % of your object size.
  • # of Scales:
    The number of noise scales added together to form the fractal noise. The higher this number is, the more detail you’ll see in the smallest features. A value of 4 to 6 is usually fine, but if you are going to be zooming into the noise, (say for a closeup of a planet) you might crank this all the way up to 10.
  • Scale Ratio:
    The rate which the size scales decrease. 0.4 or 0.6 is almost always a consistently good value, since you will get a smooth continuation over many sizes. (A value of 0.5 exactly is not quite as good, since variations on different scales might tend to match up at exactly 2 cycles to 1. The smaller this number is, the wider the range of size variations you’ll see.
  • Time Ratio:
    The rate at which different scales change their character when animated. Again, the usual number is the same as the Scale Ratio, making the natural 1/f noise variation. The smaller the number, the faster the small details will change compared to the coarser features.
  • Time:
    The time at which the texture is evaluated. Morph this number over a series of frames to make animated noise. A rate of about 1 unit of time over 20 frames is a good speed to start off with: that is, you might change the Time from 0 to 1 during frames 100 to 120.
  • Color RGB:
    The colour applied to your object.
  • Filter RGB:
    The filter value applied to your object.
  • 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.