Applying a 3D Alternate Vein Texture 

This task shows you how to apply a 3D alternate vein texture to an object (to simulate materials such as wood or marble, for instance). 
Open the Cat.CATProduct document. 
  The two images below compare the different results you can obtain using a standard texture (Blue Onyx in our example) and a 3D texture of type "Alternate Vein":
Rendered image with Blue Onyx Rendered image with Alternate Vein
  1. Right-click the Blue Onyx material in the specification tree then select Properties (or press Alt+Enter).

  2. Access the Texture tab then select Alternate Vein in the Type list. You can also click the Ray Traced Preview button to display a preview of the material texture:

    This texture creates an interpolation by alternating up to 4 vein colors. In the above dialog box, each color square represents a vein. Alternate Vein texture differs from Vein texture since it interpolates the colors of complete veins (and not half-veins as for Vein texture). 
    When a 3D texture is selected, the corresponding texture image is projected onto the object in the geometry area so that you can get a better idea of the final result:
    However, note that:
    • the projected image does not reflect exactly what you get when rendering the image
    • the texture has a low resolution in order not to deteriorate performance and as a consequence, the image projected onto the object may sometimes be pixellised.
    You can also choose a mapping type but do not forget that this mapping is relevant for real time display only, it has no impact when computing the rendered image.
    Refer to Mapping Types for detailed information.
  3. To modify a Vein Color, click the corresponding square button then select the desired color from the Color chooser. 

  4. Use the slider or the box to set the width of the vein. When Enable is selected, the corresponding color is activated.

  5. The Deformation area lets you define noise parameters. Refer to Noise Parameters for detailed information.

  6. The Bump area also lets you define an Amplitude value but this time, in order to create a "relief".

    Bump textures consist of a lighting surface effect added to the object that locally modifies the geometric aspect of the basic object by means of an artificial perturbation of the normal.

    You can use the slider or enter a coefficient value comprised between -10 and 10:

    • 0     means no bump effect
    • 10   means that bright colors appear above dark colors
    • -10  means that dark colors appear above bright colors.
  7. Use the Transformation area to adjust the mapped texture:

    • Scaling: stretches the texture along X, Y, and Z axes
    • Rotation: rotates the texture around X, Y and Z axes
    • Translation: translates the texture along X, Y and Z axes.
  8. Click OK when satisfied with your parameters.