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Seccción 5.2 Qué puede hacer si su medicamento no está en El Directorio de Medicamentos o si el medicamento está restringido de
Texture plugins are in house or third party textures that are supplemental to Animation:Master. These plugins are supplied in the form of an .ATX file, and are placed in your Textures folder. Once a compliant texture has been placed in one of your texture folders it will be available for use the next time the software is started.
Applying a Texture Plugin
Plugin textures are accessed by right-clicking (Control-clicking on a Mac) a material attribute and picking [Change Type To][Plugin].
Animation:Master includes many plug-in textures, including “Dented”, “Planet”, “Scales”, and “Environment Map” and “Projection Map”. Most texture names are self-explanatory, such as “Basketball” and “Crumple”.
Adjusting Texture Plugins
Each plugin texture can have its own options which can be adjusted on their Properties panel when the texture is selected in the Project Workspace.
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Hash Inc. Plug-ins
Basketball – This plug-in creates a basketball line and color pattern on a
sphere. The ball color will be orange and the lines will be black.
Wave – This creates a spherical wave pattern starting at the origin
coordinate of the model. Since this a surface shader, the waves will not displace the model’s surface. Amplitude controls the magnitude of the wave, how light and how dark it gets. Wave Length control width of the oscillations in the wave pattern. Damping controls the falloff of the wave amplitude. Propagate offsets the wave. Cycle controls the speed of the animated motion of the wave pattern by setting the number of frames it takes for one wave.
Alibi Plug-ins
Crumple - creates the appearance of wadded up paper or faceted rock
face.
Dented - creates an eroded and pitted look.
Planet - creates an Earth type planetary surface with blue water, green and
brown land masses and while polar caps. This is best used on a spherical model.
Scales - creates a fractured surface like cracked ice.
ToonNation Plug-ins
Brick - creates a simple brick pattern. The default is red bricks with white
mortar. This can also be used for planks. Using this texture as a bump map really enhances this effect.
Cellular - creates an organic cell pattern. Use as bumps for
scales/riverbeds, etc. High frequency cells make a nice component for a skin texture
Dusty - adds a layer of dust or frost to an object. The dust color can be set.
A falloff value of “.5” appears like snow/frosting. Use noise to break up the edge of the dust.
Eyeball - creates a human eye pattern on a sphere. The colors, iris, and
pupil size can be set. For a constant specular highlight, create a light and position around the camera's position. Set the light to specular only (un- check diffuse and shadows). The pupil size can be animated by dragging the radius parameter into the choreography/action, The eye is centered on the origin, along the Z-axis. Move it to where your geometry is by using the offsets.
Macro Photo - fades between two colors depending on the viewing angle.
This shader works well in flat shaded mode. Red blood cell: create a sphere; scale oblong; use red as the background, white for the edge. Use Bump maps to enhance the macro photography look.
Metallic - creates a brushed metal look.
RimLit - uses diffuse falloff to create a rim light.
Spots - creates round spots on the model surface. Use low frequency
noise for nice variation, animal spots
Villa - allows you to control the reflectivity and transparency of a material
using the object’s surface. For example, you can make an object more or less transparent at its edges. This works well as the last attribute in a material.
Weave - creates a weave pattern with two colors. This texture is useful for
cloth simulation.
X-ray - creates an X-ray effect by making objects opaque on the edges, and
transparent in the middle. Add an attribute with glow for a nice effect.
Sketch Type Texture Plugins
These textures work on a common principle: a virtual light is specified (which defaults to over the viewers right shoulder); as the surface is rendered, if the light hitting it is below a certain threshold then it is defined as on an edge. The softness of this threshold can be controlled. (These textures all work best in flat shaded mode).
Sketch - provides a pencil or ink sketch of the object. Noise can be added
to give a rougher look. Scaling the noise in X or Y gives direction to the roughness. Set the camera background color to white in the choreography. Chatter adds random variation per frame to the noise. Center the light (x=0,y=0,z=-10) for even outlines. Intensity=30, Softness=5 gives a nice inked outline.
InkPen - uses hatching to give a stylized graphic ink pen look. The
hatching appears in the soft area - larger soft values will increase the area over which the hatching appears. Higher light values will reduce the thickness of the solid ink. The X and Y noise scale parameters control the thickness (and direction) of the hatching
InkStroke - uses a texture map in the inked area of the render. Use a
rough paper texture (like those in 'texturizer' in Adobe’s Photoshop). Use a scribbled image for strokes.
Watercolor - produces a painterly sketch effect. The noise control brings
through the paper color by adding white noise. High frequency noise gives a rough paper effect. Low frequency noise gives a washed effect to the colors. Use different colors for the dark and medium bands. Render with “Toon Lines” for a nice effect. Variation with low frequency creates a looser sketch.
Gooch - is used for a technical drawing. The shader works by adding blue
to dark colors, and yellow to light colors. The reasoning being that you can still make out dark areas, as they are not all black. Also metal shading adds banding in the Y direction. This shader works really well with Toon Lines.
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Landscape Type Texture Plugins
Lake - is a simple noisy texture for water. Small ripples create an effect of
wind blown waves on a lake.
Landscaper - uses the slope of a surface to blend between two different
textures. The color of the flat or sloped surface is determined by a noise function which blends between three user specified colors. A number of noise functions can be selected.
Multisky - creates the color and clouds in the sky. It should be used on a
plane, a sphere, or a dome. Try stretching the clouds in either x or z directions for cirrus clouds. Move the clouds in x, y and z to get realistic motion, (moving in just y will cause the cloud formation to vary). The “Detail” field controls the contrast between the light and dark areas. (This can have a great effect on the cloud). The scaling of the clouds is very important. The “Sun Color” controls the color of the clouds: animate for sunsets.
Ocean - is a simple, wavy texture for water. The waves are bump mapped
only. The color, reflection, and opacity vary with the viewing angle.