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Oct 23rd, 2017
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  1. #relief pattern
  2. Pattern "PxrTexture" "PxrTexture1"
  3. "string filename" ["reliefs_v02.tex"]
  4. "int firstChannel" [0]
  5. "int atlasStyle" [0]
  6. "int invertT" [0]
  7. "int linearize" [1]
  8.  
  9. #noise
  10. Pattern "PxrFractal" "PxrFractal1"
  11. "int surfacePosition" [0]
  12. "int layers" [3]
  13. "float frequency" [10]
  14. "float lacunarity" [2.0]
  15. "float dimension" [1.0]
  16. "float erosion" [0.0]
  17. "float variation" [0.0]
  18. "int turbulent" [0]
  19.  
  20.  
  21. #Adds relief and fractal noise displacement texture maps together
  22. Pattern "PxrSeExpr" "PxrSeExpr1"
  23. "reference float floatInput1" ["PxrTexture1:resultR"]
  24. "reference float floatInput2" ["PxrFractal1:resultF"]
  25. "float floatInput3" [0.8]
  26. "float floatInput4" [0.5]
  27. "string expression"
  28. ["\
  29. resultF = (floatInput1 * floatInput3) + (floatInput2 * floatInput4);\
  30. resultF\
  31. "]
  32. #floatInput3 & floatInput4 adjust percentage of influence of textures
  33.  
  34.  
  35.  
  36. Attribute "displacementbound" "float sphere" [0.1]
  37. Displace "PxrDisplace" "PxrDisplace1"
  38. "int enabled" [1]
  39. "float dispAmount" [0.15]
  40. "reference float dispScalar" ["PxrSeExpr1:resultF"]
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