If you're trying to use nTop to generate surface textures, this how-to example explains a high-performing and scalable workflow that applies to any object. Developing a unique texture can be non-intuitive initially, but once mastered, it can become the ultimate creativity tool in your arsenal.
Before starting this tutorial, check out the prerequisite surface roughness workflow. By adding a few steps, we can control the texture's frequency with the ramp function. These examples are also shown in this article: Generating surface textures with procedural modeling.
- Surface Texture
- Implicit Modeling
- Field-Driven Design
- Open the file built by the previous tutorial Texturing - Surface Roughness.ntop.
- Add a Plane from Normal block to the Notebook. The Ramp function will reference this Plane.
- Add a Ramp block and use the Plane as the Scalar field input. Enter the remaining values, being sure to add units to Out min and Out max.
- In the already existing Multiply block, replace the 1 mm with the ramp function. The surface roughness will generate, varying by the range of values per Out min and Out max.
- We can also vary the noise frequency using a combination of ramp and remap functions. View the complete workflows in the example files.