Ripples X/Y/Z – Controls the waves of the wood in the X/Y/Z coordinates. Age – Controls the number of rings the wood has, as it specifies the age of the wood in years. Vein Spread – Controls how the vein color spreads or diffuses into the base color. Grain Contr – Controls the grain contrast in comparison to the base color. Grain Spacing – Controls the distance between the grain patches. Center U/V – The center of the concentric rings of the U/V coordinates. Amplitude X/Y – Scale factor for the X/Y axis. Layer Size – Specifies the wood's ring size. Ratio – Controls the fractal noise of the texture. Depth Min/Max – Minimum/maximum number of iterations for the depth. Randomness – Random seed for the layer's size. Use 3D Mapping – Enables or disables 3D mapping for the procedural texture. Note that his mode is not supported yet by the Hybrid (CUDA) engine. 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. Maya – 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. Whole texture is valid 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. |