Composite

Reference
Index

    Composites two textures together based on a percent mask.

How Does It Work?

    COMPOSITE blends between two textures based on a percent mask. A mask value of 0% corresponds to value "A" while a mask value of 100% corresponds to value "B".  Mask values in between 0% and 100% will be a mix of the "A" and "B" values. If the Invert parameter is checked, the use of the "A" and "B" values is reversed.

    The blending between the "A" and "B" values defaults to linear, but you can change the blend characteristics by linking the Blend_Function parameter to a generator component.  The Gain generator is particularly well suited to sharpening a COMPOSITE blend.

Hints!

    COMPOSITE is great for growing or shrinking bumps over time. By linking the "A" parameter to a bump texture, setting the "B" parameter to "0", and linking the Mask parameter to Time, you can flatten a bump map over time. You can use this same basic method to flatten portions of a bump map by linking the Mask to another texture.

Common Parameters

 

 

 

 

Invert

Reverses A and B values in the composite.  This is the same as inverting the Mask.

 

 

Mask

The composite control mask (Alpha channel).

 

Blend Function

Blending control between A and B.

Color Component Parameters

 

 

Color A

Color operand A in the composite.

 

 

Color B

Color operand B in the composite.

Percent Component Parameters

 

 

Percent A

Percent operand A in the composite.

 

 

Percent B

Percent operand B in the composite.

Bump Component Parameters

 

 

Bump A

Bump elevation operand A in the composite.

 

 

Bump B

Bump elevation operand B in the composite.

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