MicroStation CONNECT Edition Help

Procedural Textures

This section introduces a second form of material definition, that of procedural textures.

A common problem that occurs with standard materials is that of inconsistencies when the material "wraps around" a solid. Take, for example, a wood material, applied to a sphere, slab and cylinder:

  • The sphere looks like a beach ball, with the woodgrains "bunched up" unnaturally at the "poles."
  • Grains, displayed on the slab and cylinder, do not align at the edges where surfaces meet.


While rotating the pattern 90° may reduce the problems (particularly with the sphere), making them less noticeable, that is a work-around and not a solution. These mismatches are inherent with the method used to apply the material. It is similar to applying a laminate or wallpaper to a surface. That is, the same pattern (material definition) is applied separately to each surface of each solid. Additionally, on a large area, tiling occurs where the image used for the material is repeated.

These problems can be overcome with procedural textures, which produce natural looking materials.

Following textures are available in MicroStation:
  • Agate
  • Basket
  • Bath Tile
  • Boards
  • Bozo
  • Brick
  • Cellular
  • Checker
  • Checker (Luxology)
  • Checker3d
  • Clouds
  • Color Noise
  • Constant
  • Conerless
  • Cruddy
  • Dented
  • Dots
  • Etched
  • FBM
  • FishScales
  • Flame
  • Flow Bozo
  • Fog
  • Gradient
  • Granite
  • Grid
  • Hybrid
  • Lump
  • Marble
  • Marble Noise
  • Marble Vein
  • Multi-Fractal
  • Noise
  • Noise (Luxology)
  • Occlusion
  • Paraquet
  • Pebbles
  • Peel
  • Planks
  • Plates
  • Puffy Clouds
  • Regional HSV
  • RGB Color Cube
  • Ridged
  • Ripples
  • RivetRust
  • Rivets
  • Rust
  • Sand
  • Scar
  • Scruffed
  • Smear
  • Stone
  • Strata
  • Stucco
  • Surf
  • Tiler
  • Turbulence
  • Turf
  • Vector Bozo
  • Water
  • Water Ripples
  • Waves
  • Weave
  • Windy Waves
  • Wood
  • Wood (Luxology)
  • Wood01
  • Wrapped fBm

Working with Procedural Textures

Working with procedural textures is just like working with regular textures. You select them the same way, and they can be displayed in the same way. They do take longer to display, however, because each pixel is computed instead of loaded from memory.

Note: Procedural textures associated with luxology are not supported in any other exported file types.