Type – Select How the gradient's appearance is calculated. Linear – Shades from the left to the right in a straight line. Radial – Shades from the center to the outside in a circular pattern. Middle – The middle color position. Noise Type – Dropdown to select how the colors are randomly distributed across the gradient. Regular – A plain noise, this is not a fractal function. Fractal – A fractal algorithm to generate the noise. Turbulence – A turbulence based noise type is used. Noise Amount – How much noise is introduced. Noise Size – The scale of the noise. Noise Iterations – How many iterations of noise there will be. Noise Phase – Controls the speed of the procedural noise. Noise Low – Sets the Low threshold. Noise High – Sets the high threshold. Noise Smooth – The amount of smoothing of the noise. Compatibility – Allows you to match the result of the texture in Blender to that in either 3ds Max or Maya. If Alpha From is set to Maya: 3ds Max – The resulting alpha of the texture is the intensity of the texture. Maya – The resulting alpha of the texture is the color luminescence. Invert – When enabled inverts the colors in final result. Alpha From – Determines how the alpha of the result is calculated: Force 1.0 – Alpha is always 1. Compatibility – Depends on the selected Compatibility option. Self – The calculated alpha of the texture.
Invert Alpha – Inverts the alpha channel if Invert is also enabled. UV Placement – Select how to place the texture. Full Crop Place U – U coordinate of the texture sector. V – V coordinate of the texture sector. W – W coordinate of the texture sector. H – Specifies the height of the texture sector. Tile U/ Tile V – Enable to choose between a horizontal or vertical tiling. UV noise on – Enables the noise. UV noise amount – Specifies the UV noise amount. UV noise levels – Specifies the UV noise iterations. UV noise size – Specifies the UV noise size. UV noise phase – Specifies the UV noise phase. Animate UV noise – If enabled, the noise is animated. Use the UV noise phase to animate the noise. |