Cloth texture
 
 
 

The Cloth texture procedure is ideal for creating fabric-like textures and a variety of other woven effects. In addition to being used as a simple two-dimensional texture, the Cloth procedure is also effective with bump mapping.

For very fine weaves, aliasing may be a problem, particularly when the cloth is viewed from a distance. In this case, the cloth can be turned into a pix file image by using the cloth texture as a Background Environment rather than applying it to a shader. Once the background has been rendered, the resulting pix file can then be applied to the shader as a file texture.

When applied to a bump map, the cloth texture generally produces better effects when both thread colors are white and the gap color is black. The Color Balance options are replaced by the Intensity options, Amult and Aoffset. These options enable you to control the degree of the bump effect. Decreasing the Blurmult value provides greater definition in the bump effect. Generally, both the Amult and Blurmult values should be quite low, that is less than 0.1.

Argument Name Absolute Range Useful Range Default Description
u_thread_color -infinity, infinity 0, 255 255.0, 255.0, 255.0 RGB value assigned to warp of fabric
v_thread_color -infinity, infinity 0, 255 255.0, 0.0, 0.0 RGB value assigned to weft of fabric
gap_color -infinity, infinity 0, 255 0.0, 0.0, 0.0 RGB value assigned to area between threads
u_thread_width 0, 1 0, 1 0.75 Width of warp threads
v_thread_width 0, 1 0, 1 0.75 Width of weft threads
u_wave -infinity, infinity -0.5, 0.5 0.0 Wave pattern of warp
v_wave -infinity, infinity -0.5, 0.5 0.0 Wave pattern of weft
randomness 0, infinity 0, 1 0.0 Smears texture in u,v.
width_spread 0, 1 0, 1 0.0 Subtracts a random amount off the width of individual threads
brightness_spread 0, 1 0, 1 0.0 Subtracts a random amount off the brightness level of the threads.
urepeat -infinity, infinity -10.0, 10.0 1.0 # of copies in u direction within coverage area.
vrepeat -infinity, infinity -10.0, 10.0 1.0 # of copies in v direction within coverage area.
uoffset -infinity, infinity -1.0, 1.0 0.0 U offset repeat within coverage area
voffset -infinity, infinity -1.0, 1.0 0.0 V offset repeat within coverage area
ucoverage -infinity, infinity 0.0, 1.0 1.0 amount of U surface to be textured
vcoverage -infinity, infinity 0.0, 1.0 1.0 amount of V surface to be textured
utranslate -infinity, infinity -1.0, 1.0 0.0 amount of U coverage area to be moved.
vtranslate -infinity, infinity -1.0, 1.0 0.0 amount of V coverage area to be moved.
uwrap TRUE FALSE   TRUE flag to wrap texture around U boundaries of coverage area.
vwrap TRUE FALSE   TRUE flag to wrap texture around U boundaries of coverage area.
worldspace TRUE FALSE   FALSE flag to use world space texture mapping
rotate -infinity, infinity -360.0, 360.0 0.0 angle coverage area to be rotated
mirror TRUE FALSE   FALSE flag to match edges of texture