Generator Engine |
Create a texture base I-Tex offers you some algorithms to create a base for your texture or a highmap. Play with the Generator Color Settings to create interesting effects. |
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Water Interference This operation is also a type of blob function, which simulates wave germs at different positions on the texture. This is very useful for highmaps of water. The Infinity Textures Logo, for example, was created using such a highmap. |
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Bricks This function creates a brick pattern. Adjust the number of stones using the Logical Pattern Generator parameters. |
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Checker Checker creates a regular checkerboard effect. Use a number which can be divided by two (mod 2=0) as generation parameters to get a tile able pattern. |
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Expression With the Expression Parser you get a powerful utility to create logical patterns. Just set up a matrix function f(x,y) within a range of -0.5*A and 0.5*A for X and -0.5*B and 0.5*B for Y, where X and Y define the pixel positions on the texture. A and B are the tile factors which can be set up with the logical pattern generator. Make sure that your mathematical expression is correct and doesn't cause any arithmetic errors (division by zero, for example) before you try to create the pattern. For example X+Y just creates a diagonal gradient, RND(1), which stands for random, a noise pattern. Cos(x) stands for Cosinus of X. |
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Life The life functions uses the life algorithm to create a pattern. Try using this function with large post-smoothing and multiply values and a color gradient for plasma like effects. |
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Lumps This function simulates bumpy surfaces, and is good for creating highmaps. |
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Mandelbrot Fractal Fractals are images where you can zoom in as often you want with new details coming up. Use the preview to adjust the position within the fractal. The iterations value adjusts the rendered detail. Fractals look very good with a color gradient. |
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Matrix The matrix generator function is an easy way to get regular patterns. Just define the pattern on the matrix in the tool config window. You can choose between the matrix to be depicted with rectangles and triangles or with lines. |
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Mosaic By connecting lines this function creates a mosaic pattern. If you invert the result and multiply it with an other texture (Utilities \ Mix with Source \ Multiply \ Normal) you can create nice patterns. |
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Plasma With this function you can create a plasma. Try experimenting with the post-smoothing parameter and color gradients. |
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Triple Scan Blobs This blob function creates blobs of a certain size and number, which you can configure with the blob generator parameters. For example, settings of Number=40 and Size=5 produce totally different results from settings with few, big blobs. This offers you a great palette of possibilities. |
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Wave Overflow This function creates a vertical, random color gradient which is distorted by an irregular wave. You need to use a color gradient to use this function effectively. |
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Wood The Wood function is similar to the Wave Overflow, but here the texture is distorted both to the top and to the bottom. This produces places where the texture is thicker and thinner. Only by using a high post-smoothing value will you get seamless results. |
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Star Field This functions creates a noise pattern. By using the Initial Multiply and Iterations values you can adjust the number of stars and the brightness. Try a high Initial Multiply and also a high Iterations value to get a dark star field with some bright stars. If you need an environment texture of a space scene it is recommended that you engage (after the star field generation) a fill and filter \ plasma \ full function, using a suitable color, to add foggy effects. Large and shining stars can be achieved by using the special \ gentle blend ellipse. |