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Merge branch 'master' of https://github.com/RodZill4/godot-procedural-textures
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README.md
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README.md
@ -10,12 +10,12 @@ Its user interface is based on Godot's GraphEditor: textures are described as in
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This operator reads a bitmap from disk
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### Sine
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### Pattern
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This generator creates sine wave based vertical bars.
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It will soon be replaced with a more flexible generator (similar to the PatternFunction in NeoTextureEdit)
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Its parameters are the number of bars and a multiplier applied to the sine wave (higher values will make the bars sharper).
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This generator creates a greyscale image by mixing an horizontal and a vertical pattern.
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Patterns can either be based on a sine, triangle or square waveform (i.e. the color as function of the x or y coordinate).
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The frequency (number of waves per unit) be configure for both axes.
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Mix functions can also be configured.
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![Sine pattern](doc/sine.png)
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@ -30,6 +30,10 @@ The Bricks generator has 5 parameters:
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* the mortar space between bricks
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* the bevel at the edge of the bricks
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The bricks generator has 2 output:
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* the first one will show mortal as black and bricks as white (bevel being shown as a gradient). It can be used as mask to mix brick and mortar, or to generate depth and normal textures
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* the second one will just show a different color for each brick. It can be used to affect the brick's colors (and will be used in the future to offset textures).
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![Bricks pattern](doc/bricks.png)
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### Perlin Noise
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@ -47,4 +51,9 @@ The Voronoi Noise generator creates greyscale patterns based on Voronoi diagrams
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* the horizontal and vertical scale (the number of feature points)
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* the "intensity" of the noise (used to adjust the generated color)
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The Voronoi generator has 3 outputs:
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* The first output shows a greyscale image where intensity depends on the distance to the cell centers
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* The second output shows a greyscale image where intensity depends on the distance to the cell edges
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* The third output shows a different color for each cell.
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![Voronoi Noise](doc/voronoi.png)
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