The Red Carpet

Before our next grand adventure, we roll out the red carpet; welcome you to the castle for a feast; and celebrate the new adventurers with tales of textures tamed.

The wavy stripes above are conjured from Sine noise! We start with something regular because it is easier to compare regular patterns than irregular ones. After you have created this texture, try changing one setting at a time to see what effects it has. The settings marked "n/a" are not applicable to this texture; changing them has no effect, unless you first change some of the other settings.

Wave Texture Description

Components 1; Noise 1d; Noise Sine; Mode n/a; Octaves 0; Angle xy 0; Angle yz 0; Frequency x 100; Frequency y n/a; Frequency z n/a

This gives us blurry stripes without waves. If you are familar with a sine curve, it goes smoothly and regularly up and down. In this case, the up corresponds to one color, down corresponds to another and intermediate points are blends.

Now, set the Phase parameters exactly as you did for the Noise. Use the same settings.

Next, we could filter this noise, but we don't need it here. The Filters allow us many options and to see the effects of various filters on our carpet pattern, check out the Filter examples.

Hey, we need color! For color you first need to pick a color map type. For this example, use Linear Interpol 2, which means use two colors and blend between them evenly. Next, decide what color model you want to use. Try RGB, since that is how your monitor portrays color (we'll do HLS later). Now select the uppermost of the three little color boxes and set R = 68 (just drag the color out of the R bar), which produces black with a hint of red.

For our second color we want a red with a touch of blue, so simply select the second color box and set R = 255, G = 0, and B = 51.

Okay, now we've got wonderful vertical stripes and we need to distort them. It's the Phase noise, set earlier, that determines how this is done and it is the Phase Amplitude that controls how much the stripes are deformed; that is, the amplitude of the effect. Here are the original red and black stripes using phase amplitude settings of 0, 100, and 300. Try others.

The wooden floor also has only one textural component. It was made from one-dimensional Fractal Stone Noise with xy = 285, yz = 63, Frequency = 0, and 1 octave. Now apply the Interpol 2 ColorMap using the top colorbox with R = 102, G = 51, B = 0 and the middle colobox with R = 225, G = 215, B = 135 (Remember that Interpolate 2 only uses two colors).

Although this by itself wouldn't be a bad woodgrain, it still needs additional tweaking to make it more realistic. So.....crack open that little ol' Phase Noise and assign it Sine noise, xy = 288, yz =30, Frequency of 100, no octaves, a standard mode, and a Phase Amplitude = 26. Got all that? Here's what it should like like with the above settings.

Of course, you may want a different type of wood, perhaps one with a more knotty appearance, or possibly looking more like mahogany. So go ahead, play with it until you find what you like.