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Specular Noise Gain Range : 0 to 1 This parameter interacts heavily with the Spec Noise Bias. Primarily, values closer to 0 give a less “speckled” look, while closer to 1 gives a more “speckled” look (that is, more random variation to the glitter points). However, the parameter also effects whether it is the points near the edges or near the centre that shine, with values of closer to 1 pulling the specular highlight in toward the centre, particularly when the Specular Noise Bias is also pulling the effect toward the centre. |
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Specular Noise Minimum Range : 0 to 1 Determines how much shininess (specularity) is lost from the Glitter point when it is outside the range at which is shines. A value of 0 will result in a Shininess of 0 for points outside the Variance range, which can make the Glitter points darker than the Base material when outside the Variance range. A value of 1 will mean that no Shininess is lost, so that the angle of view makes no difference to the Shininess of the Glitter points. For more extreme glitter effects, use low values (close to 0) in this parameter. Values of closer to 1 will give a much more subtle effect from the specular noise processing. Remember that the specular noise effect is in addition to the different material settings (ambient, diffuse, shininess etc) given to the Base and Glitter materials. Note that setting this value to 1 turns off the processing for varying shininess of the Glitter points with angle of view, thus speeding up rendering times. |
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Specular Noise Multiplier Range : 0 to 320 The Scale used for the noise in the specular processing is, by default, the same as the Scale used to generate the noise for the Glitter / Base material part of the processing. This parameter adjusts the Scale of the noise for the specular processing, with values of greater than 1 resulting in a larger scale being used, and values of less than 1 resulting in a smaller scale being used. This allows a quick and easy way to set the scale of the noise for the specular noise effects. |
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Fresnel Reflect Effect Strength Range : 0 to 1 At a value of 0, no Fresnel effects are seen in the reflection - the reflection is of a uniform intensity across the surface of the object. At a value of 1, the full effect of the Fresnel calculations are seen, with the maximum variation in intensity of reflections across the surface of the object, depending on the angle between the viewer and the surface. |
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Fresnel Angle Range : 0 to 1 Controls where the reduction in reflectiveness occurs. The fresnel effects calculate a fall off in reflection, so that surfaces angled toward the viewer are less reflective than those angled away from the viewer. This parameter controls the angle at which this effect occurs - a higher value means that only surfaces steeply angled away from the viewer will be reflective, while a lower value means that even surfaces facing the viewer will still be highly reflective. |
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Fresnel Blend Range : 0 to 1 Controls how the fade from reflective to not reflective occurs for the fresnel effect. Low values result in a very sudden transition from highly reflective to no reflectivity at all, while higher values will give a smoother blend. Note that the blending happens “inwards” from the Angle, so a higher value will make surfaces which are facing the viewer more reflective. |
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Base and Glitter Amb, Diff, Shine, Rough, Reflect, Tint Range : as appropriate These parameters control the reflectance settings for the Base and Glitter materials, in the same way as for most TG shaders, setting the Ambient, Diffuse, Shininess, Roughness, Reflectivity and Specular Tint of the material. |
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Specular Fresnel Range : 0 to 1 This parameter controls the red, green and blue absorptions for the Specular Fresnel effects. This lets the specular highlights vary in colour depending on angle of view. Note that the Fresnel Angle and Blend are shared with the Fresnel reflection. |
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Noise Frequency Range : 0 to 1 Allows you to adjust the noise in the x, y and z directions independently. This allows the Glitter “squares” to be stretched out into Glitter “lines” and so forth. |
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Base and Glitter Specular Colour Range : RGB values Sets the specular colours for the Base and Glitter materials (although these colours may be overriden by the Tint parameter for the relevant material). |
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TG Glitter Intro |
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TG Glitter Parameters |
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TG Glitter Tips |
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TG Glitter Samples |
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TG Pack 2 Index |
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