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Great features of Texture Anarchy.
Each of the Texture Anarchy filters provides a different output of seamless procedural
textures. But all three filters have similar functions and interface
setup. Once you learn one, the others make more sense. Here is a list of some common (and very cool) features
in the interface, tools, and concepts.

The Lighting Editor.
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important component of all the Texture Anarchy filters is
the lights. With the Lighting Editor, you can add up to four
Lights, change the lighting direction, adjust highlights,
set shadow colors, and more. It’s a very sophisticated,
versatile lighting model.
You work in pseudo-3D space; the textures aren’t
really 3D, but the lights create a bump map, which gives the
appearance of depth. [more]
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The Color Editor.
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shiny metallic textures will rely more on lights, your organic,
earthy textures will rely more on their inherent colors.
In the Color channel's Deep Noise Editor, wherever
the noise has the various shades of gray, it will take on
the appropriate colors. Dark areas take on dark hues, gray
values fit the mid-tones, and white takes the lightest color. |
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in this example, dark areas
become blue, gray is red, and light areas are yellow

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Use Bump maps.
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the Bump Well, you mix a grayscale image that acts as a 3D
element for the final texture. A bump map is a way of simulating
the appearance of texture or 3D relief on a surface. You apply
one gray image to another image, and recalculate their pixels.
White makes peaks, or the highest ‘bumps’.
Black makes valleys, or a shallow relief. The range of grays
in between maps accordingly. Lght gray is higher, dark gray
is shallower, and no relief occurs at 50% gray. [more]
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LEFT: when Bump=100, the
texture resembles gold bricks.
RIGHT: when Bump=30, it looks more like crumpled, shiny
paper. |

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