Gradient Type – Specifies the type of gradient ramp to create: Four corner – A gradient that transitions linearly between colors assigned to each corner. Box – A gradient with a box radial transition. Diagonal – A gradient with a diagonal transition. Lighting – A gradient based on the light intensity. Linear – A gradient with a simple linear transition. Mapped – Specifies a map to use as a gradient. Normal – A gradient based on surface normals and the camera. Pong – A gradient with a diagonal transition that repeats in the middle. Radial – A gradient with a radial transition. Spiral – A gradient with a circular transition. Sweep – A gradient with a linear sweep transition. Tartan – Creates a gradient with a plaid pattern. Position – Allows the user to specify a Gradient Position. Interpolation – Changes the color interpolation method. Changing the option changes the color transition curve between the control points. None – Disables the transition. Linear – Values are linearly interpolated in RGB color space. Exponential Up – Values are exponentially interpolated from left to right, each color dominating the area between it and the next one. Exponential Down – Values are exponentially interpolated from right to left, each color dominating the area between it and the previous one. Smooth – Values are interpolated along a bell curve, each color dominating the region around it before blending to the next color Bump – Values are interpolated along a sin curve, based on luminosity values. Spike – Each color dominates only its immediate area, falling off shortly after. Noise Type – Specifies how the colors are randomly distributed across the gradient. Regular – A plain noise with a non-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 Levels – How many iterations of noise there will be. Noise Phase – Controls the speed of the procedural noise. Noise Low Threshold – Sets the Low threshold. Noise High Threshold – 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. |