Using this function you can rotate the color channels of your texture. Every time you run the color rotation function a value of 8 will be added to the selected color channel and if it becomes greater than 255, the color will be clipped.
[convert
>Convert Texture to Color
#op_conv.jpg
You can change the color of the texture every time you want. The drawback of this function is that the texture gets monochrome.
[blend
>Blend Texture with Color
#op_blen.jpg
In contrast to the convert function this operation only mixes the current color with the texture. The texture only gets monochrome by using it several times.
[square color
>Square Color
#op_squar.jpg
Picture : Squared green channel of a yellow plasma.
Some textures like fire are very hard to get using a linear color gradient. This function converts a linear gradient to a color curve. The colors become more aggressive.
[invert color
>Invert Color
#op_inv.jpg
Picture : Inverted all color channels of a blue plasma.
This function inverts the color plane you select. If you have a black image and invert the red channel you will get a solid red texture. You can also invert all channels in a single step. If there is a function which can only add color you can try to invert the texture, run the function and then invert again.
[engage color
>Engage Color
#op_eng.jpg
Sometimes your texture gets very dark after some operations. If you only add brightness, the texture can get pale. Using this function the texture will hold its contrast and become brighter.
[swallow dark
>Swallow Dark
#op_swd.jpg
Picture : A circle was subtracted from the texture and the swallow dark function made the hole black.
The layers only finishing method lets the shifted texture shine through on black parts of the texture. If you have dark colors on the finished texture you can run this function.
[shift (1/4)
[shift (1/8)
>Shift Texture
#op_shift.jpg
The shift function moves the texture to left and up by a quarter of its own size. You can shift a single color channel or all three in a single sequence.
[brightness (+10)
[brightness (-10)
>Change Brightness
#op_brig.jpg
Picture : Increased the brightness of a blue blending drop 5 times.
You can change the brightness for each color channel or the whole texture.
[sphere preview
>Spherical Preview
#sphere.jpg
The Spherical Preview is used to see what the finished texture will look like when drawn onto a sphere.
The tile factor is the same as in the Main Window. There move the scroll bar and press the Update button.
[bubble circle
>Bubble Circle
#sc_bubci.jpg
This functions draws several blending drops around the thick point.
[bubbles
>Bubbles
#sc_bub.jpg
The bubbles functions simply draws several blending drops to random positions.
[cheese
>Cheese
#sc_ches.jpg
Waves and shadows the texture by turns.
Used Config : Wave Amplitude, Wave Frequency, Smooth Radius
[disk
>Disk
#sc_disk.jpg
Combined function of circles and blending drops.
[fractal line
>Fractal Line
#sc_fline.jpg
Fractal lines are lines which are very willful. They start and end at the cursor points but don't take the shortest way.
[grid lines
>Grid Lines
#sc_grid.jpg
Draws a pattern which consists of vertical and horizontal lines.
[put buffer as sprite
>Put Buffer as Sprite
#sc_putsp.jpg
Takes the image from the buffer and draws it onto the raw texture. The position is around the thick point and the size and angle is dependent on the position of the thin point. The upper side of the sprite will be at the position of the thin point.
Used Config : Buffer Mix Mode
[put several sprites
>Put Several Sprites
#sc_puts2.jpg
Like above. Draws several sprites from the buffer on random positions and with random angles. The functions has the same configuration as the mix buffer operations.
Used Config : Buffer Mix Mode
[random lines
>Random Lines
#sc_ranl.jpg
Draws several lines at random positions.
[Shade bobs
>Shade Bobs
#sc_shad.jpg
Draws some blending shade bobs.
Used Config : Line Thickness
[Sorted lines
>Sorted Lines
#sc_sortl.jpg
Several lines with the same direction, random length and position are drawn. The direction is the angle between the thick and the thin point.
Used Config : Line Thickness
[Spheres
>Spheres
#sc_sphe.jpg
Like the bubbles function, but the place where the spheres are drawn will be deleted first.
[Spiked ball
>Spiked Ball
#sc_sball.jpg
Combined function of the flash operation. The spiked ball is drawn around the thick point and has a size equal the distance between the thick and the thin point.
[Super noise
>Super Noise
#sc_nois.jpg
Runs a extensive noise operation several times. Good for making star fields.
[Super random lines
>Super Random Lines
#sc_sran.jpg
Adds a lot of very thin lines to random positions.
Used Config : Line Thickness
[Super shake
>Super Shake
#sc_shak.jpg
Runs some wave vertically and wave horizontally several times.
Used Config : Wave Amplitude, Wave Frequency
[Super water
>Super Water
#sc_swat.jpg
The image will be completely smoothed and then watered with itself.
[Water
>Water Operations
#sc_watb.jpg
Water Operations modify the whole texture by using color dependent distortions. For natural looking
textures like stone and water these functions are very useful.
[Water effect
>Water Effect
#sc_wat.jpg
Generates a plasma and modifies the current raw texture using shifting operations dependent on the generated plasma. The shifting direction is the angle between the thick and the thin point.
Used Config : Plasma Random, Plasma Depth
[Torn sphere
>Torn Sphere
#sc_torn.jpg
This function draws a sphere and some distortion circles around.
[Water with buffer
[water with itself
>Water with Buffer
#sc_watb.jpg
Like the water effect, but uses the current buffer instead of a plasma. The buffer should be very smooth to get good effects.
The Water with Itself function uses itself instead of the buffer and will be blurred before rendering.
Used Config : Smooth Radius
[Waved blur
[Waved blur (random)
>Waved Blur
#sc_wblur.jpg
This functions waves horizontally and smoothes the image by turns.
(Random) is Like the waved blur but waves in several directions.
Used Config : Wave Amplitude, Wave Frequency, Smooth Radius
[plasma
>Plasma
#op_plasm.jpg
The plasma can be used as base for a texture. It is generated using the current drawing color. If you want a texture which consists only of a plasma it is recommended that you enabled the native seamless trigger in the graphics control window. Press the Add button to mix the plasma with the current raw texture. The plasma depth defines the turbulence in the plasma.
Used Config : Plasma Random, Plasma depth
[mix up
>Mix Up
#op_mix.jpg
This function grabs parts of the texture and sets it to another place. Use it if you generate textures for a spaceship.
[shadow
>Shadow
#op_shad.jpg
There are bright and dark pixels on a texture. This functions interprets them as height at the pixel's position. Dependent on this height the function generates shadows of a light which is located on the left side.
[quantisize
>Quantisize
#op_quant.jpg
The operation nears the colors of the texture to one of eight color planes. The texture gets a smaller amount of colors in a pixel's environment. This is good for the shadow function.
[wave horizontal
[wave vertical
[quad shake
>Wave Operations
#op_wave.jpg
There are many wave operations implemented in TTM. Use them to make your texture look more interesting and get curves into it. Use the wave amplitude control to change the height of the waves. Activate the quad wave trigger to get 2 full sinus-curves on one operation. The quad shake is a combined function of four wave operations.
Used Config : Wave Amplitude, Wave Frequency
[turn
>Turn
#op_turn.jpg
Turn isn't the right word for this operation. While twisting the texture's pixels dependent on their distance to the middle of the texture this function can create interesting effects.
[line
[line horizontal
[line vertical
>Draw Line
#dr_line.jpg
The line goes from the thick to the thin point and has a constant width which can be defined on the line thickness control bar. Lines can be added and subtracted from the texture.
The vertical and the horizontal line ignore the angle between the thick and thin point and use their own direction.
Used Config : Line Thickness
[circle
>Draw Circle
#dr_circ.jpg
The circle adds the current color to the texture. The brightness of the added color is dependent to the distance to the middle of the circle (thick point). Circles can be added and subtracted from the texture.
[blending drop
[sphere
>Draw Blending Drop
#dr_drop.jpg
The blending drop is handled like the circle but the added color is a phong shaded sphere. The highlight of the drop is exactly between the thick and the thin point.
The Sphere function is like the blending drop. The place, where the sphere is drawn will be changed to black before rendering and then a circle will be added.
[blending square
>Draw Blending Square
#dr_sqr.jpg
The blending square is very similar to the blending drop, but has the edges of a square.
[flash
>Draw Flash
#dr_flash.jpg
The flash is like the line. It goes from the thick to the thin point and spreads by approaching the thick point.
[blob
>Draw Blob
#dr_blob.jpg
A blob consists of a big and a small circle that are blobbed. The big is around the thick and the small is around the thin point. Blobs have a maximum size and tear if the distance between the points is to high. It can only the interpolated (not added) and subtracted from the texture.
[Distortion circle quad
>Distortion Circle Quad
#dr_distq.jpg
This function is like the Distortion Circle, but performs a quadratic distortion inclusive range overflow for a water wave effect.
[distortion circle
>Distortion Circle
#dr_dist.jpg
This circle function contracts the pixels of the texture within its own area. Use it several times on the same place to get some ribbons.
Tip : Use it before drawing a blending drop on the same position so it seems the drop bends the texture.
[warp hole
>Warp Hole
#dr_warph.jpg
This function subtracts the color of the texture by approaching the inner area.
[split horizontal
[split vertical
>Split Operations
#op_split.jpg
Picture : Split Horizontal on some colorful sorted lines.
The Split Operations shift every line or column. The direction is opposite by turns and the value of how many pixels the texture is shifted is the wave amplitude.
Used Config : Wave Amplitude
[mirror horizontal
[mirror vertical
>Mirror Operation
#op_mirr.jpg
Picture : Mirror Horizontal on the TTM logo.
The Mirror can be uses both vertically and horizontally. It just moves the right pixel to the left side and the left to right. Or draws the texture upside down on a vertical mirror.
[plane preview
>Infinite Plane Preview
#plane.jpg
The Plane Preview is used to see how the texture will look when drawn in 3D on a plane.
The tile factor is the same as in the Main Window. There move the scroll bar and press the Update.
[scripted
>Spripted Operations
#preset.jpg
These functions are based on the standard operations. They mostly perform basic operations several times to random locations or combine them for a better effect.
[presets
>Presets
#preset.jpg
TTM has the ability to record, save, load and redo what you are doing. A preset is a list of operations and configurations.
Syntax :
operation,mode/x1,y1,x2,y2/R,G,B
example :
circle,1/100,100,50,50/0,0,255
adds a blue circle to position 100,100.
if the operation is done several times,
there will be a :times in the line above.
example :
:2 if the operation is done twice.
set configuration=value
example :
set line thickness=3
sets the line thickness to 3.
Used Config : All
[angle distortion
>Angle Distortion
#op_dist.jpg
Picture : Angle Distortion on an orange plasma with a wave frequency of 6.
This function takes the raw texture and scales it dependent on a sinus curve around the texture.
Used Config : Wave Amplitude, Wave Frequency
[rotate
>Rotate the Texture
#op_rot.jpg
Picture : Rotation of a blue plasma.
This function simply rotates the texture by 45 degrees with some loss of size.
[smooth
[smooth corn
[shifted smooth
>Smooth Texture
#op_smoo.jpg
Picture : Several smoothing operations with different smooth radii on a green blending drop.
Smooth is one of the most used functions in TTM. Many operations like the water, bump and shadow effects look better on a smoothed texture.
The Shifted Smooth Operation is a modification of the Smooth function and is very good before bumping.
The Smooth Corn function does only smooth a pixel if the contrast to its neighborhood is greater than the corn tolerance value.
Used Config : Smooth Radius, Corn Tolerance
[filtered noise
>Filtered Noise
#op_fnois.jpg
Picture : Filtered Noise for red and green channel two times on a white texture.
This function generates a field of random colors, performs a complete bilinear filtering and puts it onto the texture's color channels.
[bump data
>Bump Data
#bump.jpg
Picture : Shifted and smoothed Bump on a smoothed plasma with fractal lines.
The Bump Data function is used to make the texture look more 3-dimensional. It computes a high field
of the texture and projects light on it which comes from the light source location. The shift function
will perform an isometric shifting dependent on the computed high field.
[bump shift direction
>Config Bump Shift Direction
#bump.jpg
This value defines where the light comes from while bump operations. It is recommended not to change the value here but on in the bump section.
[bump shift value
>Config Bump Shift Value
#bump.jpg
Defines how much the texture is shifted by the bump highmap.
[bump shift trigger
>Config Bump Shift Trigger
#bump.jpg
If on, the texture is shifted while bumping.
[bump smooth trigger
>Config Bump Smooth Trigger
#bump.jpg
Makes the bump highmap be smoothed for better results.
[corn tolerance
>Config Corn Tolerance
#op_smoo.jpg
This value attaches the Smooth Corn operation. If a pixel's contrast to its environment is higher than this value the pixel will be smoothed.
[line thickness
>Config Line Thickness
#dr_line.jpg
This value attaches all Line operations and the Shade Bobs. It defines how thick the lines are.
[wave amplitude
>Config Wave Amplitude
#op_wave.jpg
This value attaches most of the Distortion Tools and defines the scale of a waving operation. Several waving operations on a low Wave Amplitude perform rounding errors and can produce nice effects.
[wave frequency
>Config Wave Frequency
#op_wave.jpg
Waving Operations base of sinus-curves. A Wave Frequency of 2 will mean a full Sin(2*Pi) wave. The Angle Distortion looks better on high Wave Frequencies.
[smooth radius
>Config Smooth Radius
#op_smoo.jpg
On Smoothing Operations all pixel will be interpolated with its neighbors. This value defines the distance between the pixel and those it's smoothed with.
[plasma depth
>Config Plasma Depth
#op_plasm.jpg
This value defines the turbulence in a generated plasma.
[plasma random
>Config Plasma Random
#op_plasm.jpg
A Plasma is generated using a random table. This value defines the mode of the plasma.
0 : The random table is initialized with random values.
1 : The table contains only one constant value.
2 : Create a linear gradient plasma random table.
[plasma native seamless
>Config Plasma Native Seamless
#op_plasm.jpg
If this option is activated it is enough to run a layers only to get a seamless texture with a plasma.
[jpeg encoding quality
>Config JPEG Encoding Quality
#texsymb.jpg
When a texture is saved in the JPEG format you can specify the quality of saving. The higher the quality the bigger the file will be.
[noise
>Generate Noise
#sc_nois.jpg
This function modifies the brightness of every pixel by a random value.
[black to color
>Black to Color
#op_btc.jpg
Picture : The black hole was converted to green.
This function changes every black pixel to the selected color.
[color
>Color Operations
#root_col.jpg
These Operations affect the colors of the Texture. They can change alternatively the whole texture or one of the RGB color planes.
[distortion
>Distortion Tools
#root_wav.jpg
[draw
>Drawing Tools
#root_drw.jpg
These Tools are dependent on the cursors which you can move on your texture. They will place elements like Circles and Lines onto the Texture. All Drawing Operations are alpha-blending operations.
[distortion drops
>Distortion Drops
#scr_ddrp.jpg
This functions draws severals Distortion Circle Quad at random position onto the texture.
[3d light circle
>3D Light Circle
#dr_3dc.jpg
The Light Circle is a massive circle with a bumped ground.
[Scribble
>Scribble
#col_scrb.jpg
Picture : Scribble on yellow grid lines.
This function takes every pixel and sets it to a random position in its near neighborhood.
Used Config : Smooth Radius
[Mosaic
>Mosaic
#sc_mos.jpg
The Mosaic function divides the texture by drawing connected random lines with a black color. A Mosaic rendering with a high line thickness creates a good base for the bump operation.
Used Config : Line Thickness
[witch
>Texture Witch
#witch.jpg
The Texture Witch creates the texture for you using all the functions of TTM on random positions with random colors. You can specify how many steps the witch should perform until the texture is ready. Choose Configuration to specify what operations should be used. The Witch can also performs a post render to make really beautiful textures.
[wave gradients
>Wave Gradients
#sc_wgrad.jpg
This function draws waves with dark edges on the texture and performs a vertical distortion on the inside of the wave.
Used Config : Wave Amplitude, Wave Frequency, Line Thickness