The "camo" shader creates a pseudo-random tri-color camoflage pattern on the object using a fractal noise pattern. This is a procedural shader based upon a fractal noise function known as fractional brownian motion or fBm.
The fractal noise function produces a pseudo- random number in the range [-1.0 ... 1.0] from the 3-space coordinates of a point in the bounding volume of the region. This noise value is used to determine the color of the object at the given location.
Noise value | Object Color |
---|---|
nv < thresh1 | color1 |
nv < thresh1 | color2 |
nv > thresh2 | color3 |
The fractal pattern has infinite resolution. As a result, the borders of the color splashes never become pixelated, no mater how close the eyepoint is to the surface.
Parameter | Abreviation | Default Value |
---|---|---|
Noise Parameters | ||
lacunarity | l | 2.1753974 |
H | H | 1.0 |
octaves | o | 4.0 |
size | s | 1.0 |
vscale | v | 1.0/1.0/1.0 |
delta | d | 1000/1000/1000 |
Shader Specific Parameters | ||
thresh1 | t1 | -0.25 |
thresh2 | t2 | 0.25 |
color1 | c1 | 97/74/41 |
color2 | c2 | 26/77/10 |
color3 | c3 | 38/38/38 |