The textures included with Imagine 3.0 are a wonder to use.  You will wonder from time to time how to use 
them and you will then wonder how you ever worked with out them.  As stated in the 3.0 manual textures are 
far less expensive than image wraps.  While an image wrap may be an exact picture of what you are trying to 
simulate, images take lots of memory, taking away from your overall scene complexity and slowing the 
rendering process down.

Textures on the other hand, can in most cases go beyond the general use of an image, and most importantly 
they don't take up any where as much memory, which means that your scene can be more complex "looking" 
while not having such a high overhead as in the use of image maps.

Here in this document is an explanation of how each included texture functions.  DONT STOP THERE.  
Render each texture more than once.  WE here at Impulse do something like this.  We add a sphere to the 
worksurface and then add the texture to that sphere that we want to work with.  Then we experiment with 
each of the settings, but not one at a time.  We copy the sphere, make the changes to the variable we are 
working on and then change it some more on another copy.  In some cases we end up with a screen that has 10 
or 20 spheres on it.  We render this scene and then keep that picture with readme file attached to it.  Then 
when we want to go back a take a look we have the data of what we did and what the results looked like.
Have fun and make great picuters and aniamtions.  Use these textures, many months of effort and toil went 
into each one to make them as usefull as possible.  Enjoy.

Over all texture notes:
	In textures that take color, many of the requesters will take a negative 
(<0.0) value and treat it as "ignore this."  This could mean, "ignore the 
adding color portion of this texture", or, "ignore the adding reflect value 
portion of this texture" - This lets the the objects previous attributes show
through rather than modifying them.
	The textures have very little in the way of error checking - This was done
to keep the rendering speeds from getting slower.  Many of the textures thus 
have suggested ranges for some of the parameters.  If you enter numbers
outside of the suggested ranges, you may get some unpredictable results (and 
may crash the renderer, although I haven't seen this happen).

Notes on noise magnitude and velocity...

==================================================
Space Filling Textures:
==================================================
Agate Texture
Type: Color.

This texture is an attempt to emulate the color patterns in some types of 
marble, agate, or jade.  The defaults in the requester apply themselves 
best on a white object.  This texture is scale-able in all 3 texture axes 
independently, and works by associating 4 colors with 4 threshold ("T") 
values.  The threshold values are arranged between 0.0 and 1.0 and are 
associated so that the "T" values T1 to T2 blend the objects base color to
the textures "color 1."  T2 to T3 associates from "color 1" to "color 2",
and T3 to T4 blends from "color 2" to "color 3."  

Requester:
X, Y, and Z Sizes:  These allow you to scale the overall size of the grain
in this texture, or the grain can be lined up in a certain direction by 
scaling in only one direction.  For example, scaling only in Z will make the
grain stretch in the Z direction.

T1, T2, T3, and T4: These are the user controllable threshold values.  T1 to 
T2 adjusts the blending of the object color to 'Color 1'.  T2 to t3 controls 
the blending from 'Color 1' to 'Color 2', etc.

Color 1, Color 2, Color 3:	These are all the color setting RGB valued for the
Agate Texture.  Remember, the first color is taken from the color on the object.
If any of these colors are set to a negative value, the color will be taken from
the color already on the object.

sample obj: primative sphere

====================================
BumpNoiz Texture
Type: Bump.

This texture applys a random bump map to an object to make the object's surface
un-smooth.  The texture is independently scale-able in all 3 texture axis 
directions, and has bump magnitude and % flat adjustment.  The % flat allows 
you to take an object and put dings or pits in the surface (or on the surface) 
and by adjusting the scaling to the extreme, you can get a sort of brushed 
metal appearance.  The noise value can be posative or negative, and its value 
determines the apparent depth and direction (in or out) of the bumps.  This 
texture has 2 separate, independently adjustable noise functions that can be 
applied in a single requester.

Requester:
X, Y, and Z Sizes:	These are the scaling values that allow you to alter the 
size of the bumps, or to stretch them in a particular axis to make the bumps 
line up.

Bump Noise:  This is a depth adjustment for the bumps (how bumpy it is). 
It can be set to either a posative or negative value.

% Flat:  This value adjusts what percentage of the surface is
covered with the bumps.  Adjusting this will give you a pitted look.

sample obj: primative sphere

========================================
ColrNoiz (Color Noise) Texture
Type: Color, Reflect, Filter.

This texture applies random colors to an object with a little bit of control
and a threshold value for applying it like a random growth on the object.  
This texture is scalable in each texture axes independantly, and you set a 
base color for the random application.  There are several "Vary" parameters
that take the texture color and the Ref/Filt values from the original object
and vary them by the percentage entered.  For example, if the texture color
is set to white (255, 255, 255), and you set the red/green/blue vary values
to 0.5, 0.0, and 0.0, the green and blue colors in the texture will stay 
fixed at 255 each (full on), and the red color will vary from 255 to 0.5 of
255 (about 127).  This way, the texture will apply itself as colors varying
from full white to a bright, light cyan.  The "Noise Threshold" is used to
turn the texture off in random wandering areas on the surface of the object.
All parameters except the sizing and color setting parameters are to be set
between 0.0 and 1.0.  Negative values in the color params will turn off the
color part of the texture so you can just mess with the filter/reflect 
values.

Requester:
X, Y, and Z Scaling:	These parameters allow you to adjust the size and 
approximate shape of the color patches applied by this texture.  Scaling them 
together will adjust the size of the patches, scaling only in one axis will
stretch the shape of the patches.

Color Red, Green, and Blue:	This is the setting for the base color of this 
texture.

Red, Green, and Blue Vary:	These values help to control the randomness of the 
colors.  Setting these to zero says, "take the base color, and don't vary any 
of the color guns."  Setting, for example, the Red Vary to .5 says, "allow 
the red color to vary ramdomly from it's base value to 50% of turning The red 
color gun all the way off."  As a default, the base color is all-on (White) and
each color varies ramdomly to 70% of all-off (Black). If any of these 
parameters are set negative, a rondom color will not be added.

Color "Value" Vary:  This parameter varies the color one more time by 
randomly pushing the color patches towards black.

Reflect Level Vary:  This parameter adds random reflectance to the surface 
of an object. If this value is negative, the reflect value of the object will
not be altered.

Filter Level Vary:		This parameter adds random transparency to the surface 
of an object. If this value is negative, the filter value of the object will
not be altered.

Noise Threshold:		This parameter tells the texture to cover a percentage 
of the object surface.  Setting it to 1.0 means 100%, 0.5 means cover 50% of 
the object surface with ColrNoiz.

sample obj: primative sphere

================================================
Confetti Texture
Type: Color, Reflect, Filter.

This texture applies a confetti like scattering of colored particles on the
surface of the object.  The parameters allow you to set 2 color values - all
confetti bits will be of a color between those 2 colors.  The particle shapes
are cubes in the XYZ space of the texture axis - by rotating the texture
axis, you will get different slices of the particles showing up on the 
surface of your object.  The particles also have filter and reflect values
that can be set.  This way, you can put opaque particles on a glass object, 
or clear holes on an opaque object, etc.  The parameters, V1 and V2, set up 
the density of the particles.  V1 must be less than V2, and if V1 is near V2,
the particles will be fewer and farther between.

Requester:
Size:  This parameter sets the size of the confetti particles.

V1, and V2:  These parameters are set to turn a range of confetti particles
on or off.  The size of the range between V1 and V2 determines how much of the 
original surface is covered by particles, and the starting and ending values 
determine which of the particles are turned 'on.'

Color 1 and Color 2:	These two colors set up the range of colors that the 
particles can have.  If you set one to red and one to yellow, you will get
particles that vary in color from yellow to red (mostly orange).  If you want
all the particles to be the same color, set both of these to the same colors.
Setting any of these values to negative will tell the texture to take this
color (1 or 2) from the color already on the object.

Reflect:		Reflect sets the reflection colors for the particles.  Any 
negative values will tell the texture to not modify the reflect value already 
on the object.

Filter:		Filter sets the transparency colors for the particles.  Any 
negative values will tell the texture to not modify the filter value already 
on the object.


example obj: primative sphere

==============
Crumpled Texture
Type: Color, Reflect, Bump.

This texture sort of does the used-tinfoil/crumpled-and-flattened-back-out-
paper-bag look.  Crumpled is scalable in each axis independantly, and can
modify the smotheness of the surface, or just add color, or both.  Just 
adding color does something that looks like the canals of Mars, and using
the bump adjustment will make the surface appear crumpled, like wrinkled
metal.  There is a clipping function that lets you flatten out the tops
of the creases or the bottoms of the 'crumples'.

Requester:

X, Y, and Z Size:	These are the scaling paramters.  They can be used to 
scale the entire texture, or the texture can be squashed or stretched by 
scaling each direction independantly.

Noise 1 and 2:  These are the two noise functions.  The magnitude value 
adjusts how much to alter the shapes (a lot, or a little), and the velocity 
value adjusts wether the noise is applied in a fast and jerky or slow and 
gradual manner.  

Bump Adj:  This adjusts how deep the crumples look (or how high
if set to a posative number).  Setting it to 0.0 turns off the bump 
mapping part of this texture.

Top/Bottom Clip:	These can be use to flatten out the bottoms/tops of
the crumples.

Bump Color:  The center of the crumples can be changed here.  The 
default comes in making the centers black.  You can turn off the crumple
coloring by setting any of these color parameters to a negative number. by
adding color to an object, this texture automatically reduces the reflec-
tivity in the areas where color os applied.

Color Clip:  Color Clip sets how much of the crumple is to be
colored.  A smaller value will color only the centers, whereas a larger 
number will cause the colors to combine between crumples.

Dispersion:  This value can be used to shut off some of the crumples.


sample object: primative sphere.
===========================
DinoSkin Texture
Type: Color, Bump.

Coolnesstivity - This texture is a shot at the scaley / bumpy / wrinkly thing
that dinosaur skin does.  Dino Skin works in three dimexsions, and is 
scallable in each axis direction independently.  The texture has two noise
functions in it, one's for the slow waviness of the skin and the second is 
for the local randomness of the shape of the bumps.  There is an adjustment 
for the apparent depth of the bumps, an adjustment for flattening out the 
tops of the bumps and one for flattening out the spaces dbetween the bumps.  
You can also add a color that only applies itself to the tops of the bumps.

Requester:
X, Y, and Z Sizes:  These allow you to scale the overall size or alter the 
shapes of the bumps by scaling in only one direction.

Noise 1 and 2:	These are the two noise functions.  The magnitude value 
adjusts how much to alter the shapes (a lot, or a little), and the velocity 
value adjusts wether the noise is applied in a fast and jerky or slow and 
gradual manner.  As the default, the first noise function applies the slow,
large waves in the skin, and the second applies the fast, small random 
changes in the shapes of the bumps.  

Bump Adj:	This can be used to alter the height of the bumps - and even 
invert them.  

Top / Bottom clip:  These are used to clip the tops and bottoms off the 
bumps.  Clipping the top can make the bumps look more like the stones in a 
walkway (or like some cross section of an internal organ, or like a dinosaur 
leaning up against a fish tank.)  Clipping the bottom makes the texture look
like stones protruding out of cement (or like a dinosaur not leaning against
a fish tank.)  For these clipping values, note that the high range value is
1.73, not 1.0.  This could have been changed but was left for the sake of
performance.

Bump Color Red, Green, and Blue:  These set the color that can be applied to
the tops of the bumps.  A negative value will shut off the bump coloring.

Color Clip:	This works like the top/Bottom clip, except it works with the
applied bump color.  A value of 0.0 will apply no color to the bumps, 1.73
will apply full color at the tops and just fade to the object color at some
of the spaces between bumps.

Note:  	Apply this texture "as is" to an object with a dark-dark green color
for a good dino skin.

sample object: primative plane (or anything)
============================================
EasyWood Texture
Type: Color.

This texture applies color to an object to make it look as if the object was 
hewn from a single block of wood.  The rings of the grain are centered around 
the Z axis.  The ring color is set within the texture requester, and the 
color of the spaces between the rings comes from the object color.  Use the 
requester's scaling values and rotate the texture axes to get different 
"looks."  This texture  only adds color, not surface bumps,  to an object.

Requester :

X, Y, and Z Sizes:  These allow you to scale the overall size of the rings, or
to alter the shapes of the rings by scaling in only one direction.

Noise:    Adds noise in the X and Y directions to make the rings 
more wiggly.

Ring Width:   This parameter sets the width of the rings. "0" is no 
ring, all object color, and "1" would be all ring color with no spaces.  
A value of about .5 gives you half and half ring and spacing.

Ring Vibration: 	Ring Vibration puts a vibration in the Z direction of 
the grain.

Color:  These set the color of the grain.


example obj: primative sphere
====================================
Leather Texture
Type: Bump.

Leather is a bump only texture that emulates the graininess of leather or 
wrinkles.  The texture can be scaled in each axis independently, the grain 
width can be adjusted, and the apparent depth of the grain can also be set.  

Requester:

X, Y, and Z Sizes:  These allow you to scale the overall size of the leather 
grain. You can also get to grain to orient along a single axis scaling in 
only one direction.

V1 and V2:  These parameters are upper and lower threshold levels 
that allow you to adjust the the width of the grain.

Bump Adjust:  This sets the apparent depth of the grain.


sample object: primative sphere.
==============
Monster Texture
Type: Color, Bump.

Monster is a gory hamburger-like texture that looks like some sort of 
creeping-crud disease.  The texture is made up of a bumps with bumps on 
them (clumps of bumps?), and there are two colors that can be set to color 
the bumps.  There is also a dispersion value that is very effective with 
this texture.  It allows you to turn on clumps of bumps so you can get 
these big scabby looking areas (clumps of clumps?).

Requester:

X, Y, and Z Sizes:  These allow you to scale the overall size of the texture.
You can get these bumpy clumps to line up along a single axis by scaling in 
only one direction.

Noise 1 and 2:	These two noise functions are used the same as in DinoSkin.  
The magnitude value adjusts how much to alter the shape of the texture, and 
the velocity value adjusts wether the noise is applied in a fast and jerky or 
slow and gradual manner.  As a default, the first noise function adds a high 
magnitude, low frequency randomness to the texture and the second adds some 
medium magnitude, fast frequency randomness.

Bump Adjust:	This adjusts the apparent height (depth) of the bumps.

Bottom Clip:	This sets the position where the edge of the clumps meet the 
object surface.  Turning it down makes the clumps smaller.

Big and Small Bump Colors:	These are where the colors of the big bumps 
(clumps) and the small bumps (bumps on clumps) are set.  Setting them 
to negative values will turn the coloring off.

Color Clip:  This value allows you to adjust approximately how much of the 
color is applied to the centers of the bumps.

Dispersion: 	Dispersion sets which clumps are turned on.  A value of 1.0 
causes the texture to cover the whole object, 0.5 causes the texture to cover 
only 1/2.

note:	if the bumps start looking too square on the bottom, set the Bottom 
Clip parameter closer to zero.

sample object: primative plane (or anything)
==============
Mosaic Texture
Type: Color, Reflect, Filter, Bump.

Mosaic is a texture that tries to do the broken tiling look that mosaic tiles 
have.  It adds color and a random orientation to the tops of each tile.  Three 
colors can be added and/or turned off.  Two of these colors set the range of 
tile colors, and the third sets the color of the grout between the tiles.

Requester:

Scale Adjust:  This parameter adjusts the size of the mosaic tiling.  It 
can only be scaled as a whole.

Colors 1 and 2:  These Color parameters set up the range for the tile colors.
The defaults are set to red and blue, so the tiles that are produced range from 
reds to violets to blues.  Either or both of these can be set to a negative 
value in which case they will get their values from the colors already on the 
object.

Bump Adjust:  The tiles in Mosaic can be given a random orientation (like 
they are not all layed in perfectly flat). This parameter allows you to adjust 
just how irregular the tile orientation is.

Grout Width:  This parameter allows you to adjust how wide the grout lines 
between the tiles are.  A value of 0.0 will make the grout lines dissapear, 
and a value of 1.0 will cause the grout to completely cover the tiles.

Grout Color:  These color parameters are used to set the color of the 
grout. If you use a negative value for any of the parameters, the grout color 
will be  taken from the color already on the object.

Filter / Reflect:	These parameters allow you to make the tiles reflective or 
transparent.

Filter / Reflect Vary:	These parameters add a randomness to the values set in 
the Filter / Reflect parameters. This way you can have tiles of varying color, 
transparency, and reflectiveness.


sample object: primative sphere.
==============
Noiz2 Family:

The Noiz2 Family of textures came out of the need for a more controlable random
color texture.  The result is a texture that allows you to enter three colors, 
of which it will pick colors between any two of them and apply the resulting 
colors randomly over an object.  The texture ends up looking more like poorly 
mixed paint, but this works pretty well for trying to emulate some kinds of 
marbeling.  There are three textures in the Noiz2 family - ClrNoiz2, FilNoiz2, 
and RefNoiz2.  They all have the same base algorithm, but one works with colors,
one with filter values, and the third with reflectance values. Each texture has
fully controlable colors, scaling and noise functions.

Requester

X, Y, and Z Scaling:  These parameters allow you to scale these textures,
and by scaling non-uniformly in all three directions, you get the texture to 
stretch and orient itself in a particular direction.

Noise 1 and 2:	These are the noise functions used to alter the randomness of 
the color patterns.  The magnitude value adjusts how much to alter the shapes 
of the color areas, and the velocity value adjusts wether the noise is applied 
in a fast and jerky or slow and gradual manner.

Color/Filter/Reflect 1,2, and 3:	Each of the Noiz2 textures has 3 sets of 
RGB values to be set.  ClrNoiz2 has 3 sets of color information, FilNoiz2 has 
3 of filter values, and RefNoiz2 has 3 of Reflect data.  These 3 sets of 
color/filter/reflect information tell the texture where to interpolate to get
the colors you want. (Sorry, it's really much easier than it sounds.  Just play 
with it...)

 ClrNoiz2 (Color Noise 2) Texture
 Type: Color.

 sample object: primative sphere.
 ==============
 RefNoiz2 (Reflect Noise 2) Texture
 Type: Reflect.

 sample object: primative sphere.
 ==============
 FilNoiz2 (Filter Noise 2) Texture
 Type: Filter.

	sample object: primative sphere.
==============
Pebbled Texture
Type: Color, Reflect, Bump.

This Texture does the pebbled looking texture that is sometimes seen on 
plastic and metal parts.  The texture applies a lot of tightly packed and 
overlapping spherical bumps to the surface, and it can also add color 
between the bumps which will look like an antique finish has been applied to
the surface.

Requester:

X, Y, and Z Sizes:  These 3 parameters are used to scale the bumps and can
be used to scale in each axis independantly, stretching the bumps along those
axes.

Noise 1 and 2:	These are the noise functions used to alter the randomness of 
the pebbled pattern.  The magnitude value adjusts how much to alter the shapes 
of the bumping pattern, and the velocity value adjusts wether the noise is
applied in a fast and jerky or slow and gradual manner.

Bump Adjust:  This parameter sets the aparent height (or depth if
set to a negative value) of the bumps.

Top and Bottom Clip:	These can be used to adjust the spacing between the
bumps (bottom clip) or can be used to clip off the tops of the bumps (top
clip).

Bump Color:  This is color that will be added in the spaces between 
the bumps.  Setting any of these to a negative value will turn the coloring 
part of this texture off.

Color Clip:  This is used to control the bump color.  The color goes 
from the space between the bumps to some portion of the way to the center of
the bumps.  How far the color goes towards the center of the bumps is
controlled by this parameter.

Dispersion:  This parameter is used to turn bumps off, and sets up
what percentage of the surface is covered by bumps.  Adjusting this messes up
the bump coloring so you may want to turn off the coloring aspect fo this 
texture if you change the dispersion.


sample object: primative sphere.
==============
Peened Texture
Type: Color, Reflect, Bump.

This Texture does the peened (hammered) looking texture that is sometimes
seen on finished metals.  The texture applies a lot of tightly packed and
overlapping spherical dents to the surface, and it can also add color into
the dents which will look like an antique finish has been applied to the
surface.

Requester:

X, Y, and Z Sizes:  These parameters are used to scale the dents in this 
texture.  Scaling these independantly so that the dents get really stretched
out can create an almost scratched or grainy look.

Noise 1 and 2:	These are the noise functions used to alter the randomness of 
the dented pattern.  The magnitude value adjusts how much to alter the shapes 
of the dents, and the velocity value adjusts wether the noise is applied 
in a fast and jerky or slow and gradual manner.

Bump Adjust:	This is used to alter the aparent depth (or height if a
posative value is used) of the dents.

Top and Bottom Clip:	These parameters can be used to change the spacing of
the dents (bottom clip) or used to flatten out the centers of the dents (top
clip).

Bump Color:  This color is added into the dents of this texture.  This
coloring can be shut off by entering a negative value in any of the parameters.

Color Clip:  Coloring on this texture starts at the center of the dents
and fades out to the edges.  This value sets how far the coloring goes.

Dispersion:  This parameter is used to control what percentage of the
surface is covered by these dents.  Setting it to a lower number turns off a
portion of the dents.


sample object: primative sphere.
==============
Rainbow Texture
Type: Color.

This texture applies color to the surface of an object based on the direction
that that point on the surface of the object points relative to the texture 
axis.  There is three color values which may be set, one for surfaces which
pont in the X direction, one for the Y direction and one for Z.  This texture
is most effctive when applied to a very bumpy object, or if applied after a
texture that makes the surface appear bumpy.

Requester:

X Color/Reflect/Filter:	These parameters control the colors that appear
prevalently on the surfaces that are nearly perpindicular to the X axis.  Any
of these can be shut off by entering a negative value as a parameter.

Y Color/Reflect/Filter:	These parameters control the colors that appear
prevalently on the surfaces that are nearly perpindicular to the Y axis.  Any
of these can be shut off by entering a negative value as a parameter.

Z Color/Reflect/Filter:	These parameters control the colors that appear
prevalently on the surfaces that are nearly perpindicular to the Z axis.  Any
of these can be shut off by entering a negative value as a parameter.


sample object: primative sphere.
==============
Scratch Texture
Type: Color, Reflect, Bump.

This Texture applies random scratches, dings, and dents to the surface of an
object to give it a very beat up, and rough look.  The texture applies
several long and thin, overlapping cuts and dents which are intersected by
the surface.  This intersection creates the scratched up appearance.  It can
also add color to the scratches which will look like an antique finish or
dirt has been applied to the surface.

Requester:

X, Y, and Z Sizes:  These parameters are used to scale this texture.  If
you look at the defaults in this texture you will note how the independant
scaling in each axis direction is used to give the scratched look.

Noise 1 and 2:	These are the noise functions used to alter the randomness of
the scratched pattern.  The magnitude value adjusts how much to alter the
shapes of the scratched areas, and the velocity value adjusts wether the
noise is applied in a fast and jerky or slow and gradual manner.

Bump Adjust:  This parameter is used to adjust the apparent depth (or
height if you use a negative value) of the dents that make up the scratches.

Top and Bottom Clip:	These parameters can be used to adjust teh spaces
between the scratches (bottom clip) and can be used to flatten out the
bottoms of the scratched areas (top clip).

Bump Color:  This is the color that will be drawn into the scratches.
The coloring can be shut off by entering a negative value in any of these
parameters.

Color Clip:  This can be used to adjust how much of the dented area
gets colored.  The coloring radiates from the centers of the scratches to
their edges.  Increasing this number will let the coloring overlap outside
the edges of the scratches, decreasing it will make the color only apply to
a smaller area in the center.

Dispersion:  This parameter is used to turn on (or off) a percentage
of the scratches.  1.0 turns on all the scratches, 0.5 turns on about half.


sample object: primative sphere.
===============================================
Splotch Texture
Type: Color.

This texture is a little complex to explain.  It applies itself to an object 
as a random flow of numbers between 0 and 1.0 all over the surface of the
object and allows you to map ranges of these numbers to a function that 
changes the "value" (full color to black) of the objects original color.  

The number range, between 0.0 and 1.0 is divided up by the "T" parameters.  
The Values you want mapped are set with the "F" parameters.  "Value", F1, 
maps itself between T1 and T2 so that at T1, the objects original color is
at full (1.0) value, and at T2, the objects color is to F1 value.  Then the
texture flows so that from range T2 to T3 the value will go from F1 to F2,
etc.  The "value" numbers ("F" numbers) are adjust so that 1.0 means 
`original object color value`, 0.0 means `object color pushed to black', 
and 0.5 means `original color blended with 50% black.'  - Good luck... I 
use it and like it for dirtying up things and making stone-like tiles.

Requester:

Size:  This allows you to scale the size of the splotches.

F1 through F7:	Parameters for setting color "Values."

T1 through T8:	Parameters for setting associated ranges.


sample obj: primative sphere

==============
StainGls (Stained Glass) Texture
Type: Color, Filter, Bump.

The idea of this texture is to create the stained glass look of random 
bits of different colord glass seperated by leading (led-ing).  The texture is 
designed so that a shadow casting light source will cast musti-colored shadows
after passing through an object with this texture on it.  This texture can
also apply a bump to the pieces of glass. The texture takes three colors, two 
of which are used to interpolate colors for the bits of glass, and one for the
color of the lead.

Requester:

Scale Adjust:  This parameter adjusts the size of the glass bits.  It 
can only be scaled as a whole.

Colors 1 and 2:  These color parameters set up the range for the glass
colors.  The defaults are set to red and blue, so the pieces that are
produced range from reds to violets to blues.  Either or both of these can be
set to a negative value in which case they will get their values from the
colors already on the object.

Bump Adjust:  The surface of the glass bits can be given a random
surface bump.  This parameter allows you to adjust just how deep this pump
appears.

Leading Width:  This parameter allows you to adjust how wide the lead 
between the pieces of glass are.  A value of 0.0 will make the lines dissapear, 
and a value of 1.0 will cause the lead to completely cover the surface.

Leading Color:		These color parameters are used to set the color of the 
leading. If you use a negative value for any of the parameters, this color 
will be taken from the color(s) already on the object.

Bump Velocity:	This parameter can be used to adjust the size of the bump
mapping on the glass.

Transparency:	These parameters allow you to set the overall transparency of
the glass bits. 


sample object: primative sphere.
==============
Statue Texture
Type: Color, Bump.

Statue is a surface texture that applies random shaped swatches that look 
like flakes of the surface have worn away.  The texture can also apply 
color to the areas that have are gone, perhaps giving the object a 
more weathered look.  The shapes of the bumps can be controlled by changing
the size of the texture or by using the two noise functions to disturb or 
smooth out the original shapes.

Requester:

X, Y, and Z Sizes:  These parameters are used to scale the texture, and by
scaling in only one axis direction, you can stretch the surface pattern in 
that direction.

Noise 1 and 2:	These are the noise functions used to alter the randomness of 
the surface texture.  The magnitude value adjusts how much to alter the shapes 
of the chipped out areas, and the velocity value adjusts wether the noise is
applied in a fast and jerky or slow and gradual manner.

Bump Adjust:  This parameter adjusts the apparent steepness of the edges
of the worn away area.

Top and Bottom Clip:	Bottom clip adjusts the spacing between the chipped
out areas.  The top clip adjusts how much of the middle of the chipped out
area is flat.  The difference between these two determines how wide the
sloped areas will be.

Bump Color:  This is the color that can be added to the center of
the chipped out areas.  As a default the red value is negative which shuts of
the addition of color.

Color Clip:  When color is added, this parameter determines how
far out from the center of the chipped out areas the color will go.

Dispersion:  This parameter tells what percentage of the chipped
out spots should be added.  0.5 will apply about half of the total possable
chipped out spots.


sample object: primative sphere
============================================
WormVein Texture
Type: Color, Reflect, Filter, Bump.

This ones cool.  This texture applies wandering worm-like things to the surface 
of the object.  The worms can be color and/or bump mapped onto the object and
is scale-able in all 3 texture axes directions independently.  This scaling
allow you to squish the texture until it looks like the veining is oriented
in a certain direction.  The bump mapping allows you to apply raised, flat,
or indented veins, and the color/reflect/filter values allow you to color 
the viens.  Negative values in color/ref/filt will cause those aspects of
this texture to be ignored.  The texture also has a V1 and V2 parameters that
are an attemp to make the vien width adjustable, but wide ranges don't map
very well.  

Requester:

X, Y, and Z Sizes:  These parameters are used to scale this texture.  By 
scaling any of these up in a particular axis direction, you can get the viens
to line up towards a certain direction.

V1 and V2:  Together, the difference between these parameters
determines the width of the veins.

Color/Reflect/Filter:	These parameters set the attributes of the veins.  A
negative value in any of these parameters will tell the texture to take that
particular attribute from what is already on the object.

Bump Adjust:  This adjusts the apparent height (or depth if you use
a negative value) of the veins on the surface of the object.


sample obj: primative sphere

==============
Wrinkle Texture
Type: Color, Reflect, Bump.

This texture is a bump noise type that, through scaling and noise functions, 
applies itself in wiggly lines across the object.  The texture also has the
ability to apply a semi-controlled, random color pattern to the object that
follows the same patterns as the bumps.  The applied color is interpolated 
from somewhere between two colors that you set up.

Requester:

X, Y, and Z sizes:  These parameters are used to scale the size of the
wrinkles and, scaled independantly, can be used to alter the shape and 
alignment of the wrinkles.

Noise 1 and 2:	These are the noise functions used to alter the randomness of 
the bump patterns.  The magnitude value adjusts how much to alter the shapes 
of the bumpy areas, and the velocity value adjusts wether the noise is applied 
in a fast and jerky or slow and gradual manner.

Bump Adjust:  This parameter adjust the apparent height (or depth 
depending on your persrective) of the wrinkles.

Colors 1 and 2:  These two color settings can be used to apply a random
coloring to the object which will follow the same basic patterns as the
wrinkles.


sample object: primative plane

=====================================
Zooloo Texture
Type: Color, Bump.

This texture applies (sort-of) stripe shaped, random splotches of color to an
object.  The scaling in X, Y, and Z give the splotches their stripe-like look.
The amount of noise can be varied in all the texture axis directions to 
disturb the shapes of the splotches, and the size, color, and the surface 
orientation of the splotches can be altered to make the specularity play across
them differently.


Requester:

X, Y, and Z Scale:  These parameters are used to scale teh texture,
and they can also be use to stretch the shapes of the "spots" when adjusted
independantly.

Disturbance:  This parameter adds noise to the shapes of the
bumps.  The higher this number, the more wiggly and un-round the spots will
get.

Dispersion:  This parameter will randomly trun off a portion of
the spots.  It can be used to determine how much of the surface is covered
with spots.

Percent Colored:  This parameter controls the size of the spots on
an individual bases.  Setting this to a smaller number will make the spots
smaller.

Stripe Color/Reflect/Filter:These parameters set the atributes for the spots
themselves.  Setting any of these values to a negative number will make the
texture take this particular attribute from that on the object already.

Angle Vary:  This parameter is used to the surface orientation
of the spots themselves.  The higher this value, the higher the possable
angle difference could be from that the object originally had.


sample object: primative sphere


==================================================
2D Textures:
==================================================
BathTile Texture
Type: Color, Bump.

This texture applies itself only on an X-Y plane (the texture's Z axis must be
coming out of the planes surface for it to be effective).  The texture allows
you to control the spacing between tiles, the width of the flat area between
tiles, you can stagger the tiles like bricks, and you can apply the tile
texture in a checkerboard pattern.  The texture also allows you to color the
grout, but you can turn the grout coloring off by setting any of the color
params to a negative number.  

Note:  The bevel width and grout width parameters are based on a 1.0 x 1.0 tile 
size (regardless of the X and Y size settings).  experimentation is the best
way to find out how these work.  For example, a bevel width of .25 and grout
width of 0.0 will give no flat spots between the tiles and the bevel will
reach 1/4th of the way across the tile's face.


Requester:

X and Y Size:  These parameters are used to scale the tile.  By setting
these to non-equal numbers, you can get tiles that are shaped more like
bricks.

Bevel Width:  This parameter represents what fractional part of the
tile surface will be beveled.

Bevel Slope Adjust:	This adjusts the apparent steepness of the bevel on the
tile.

Grout Width:  Grout width represents the width (again as a fraciton of
the tile size) of the spaces between the tiles.

Grout Color:  These values will tell the texture what color to make the
spaces between the tiles.  A negative number in any of these paraters will
turn off the addition of color.

Bevel Smooth:  This parameter controls the shape of the bevels.  Setting
it to 1.0 will smooth the tile's bevels.

Stagger Adjust:  This parameter will stagger every other row of tile by
some fractional part of the tile width.  A value of 0.5 will stagger the
tiles so that they are stacked like bricks.

Apply As Checks:	Any posative value in this parameter will turn off the
texture over every other tile so that the tiles get applied in a checker-board
pattern.


sample obj: primative plane with Z axis perpindicular to surface. (or ground)

======================================
Shingles Texture
Type: Bump.

This texture applies a bump map to an object that sort of emulates the shape
of roofing shingles.  This texture only works in 2D so apply it to a plane
with the Z axis coming out of the surface, and the Y axis pointing towards
the peak of the roof.

Requester:

X, Y, and Z Sizes:  These parameters are used to scale this texture.
Scaling any of these independantly can stretch the shingles in that particular
direction.

Shingle Ht and Width :	These parameters set the height and bottom edge width
of the shingles as a fraction of the total size that a shingle and it's bevels
take up.

Face Slope Adjust:  This parameter lets you adjust how much the face of
each shingle looks like it is sloped from perpindicular to the surface on
which the texture is applied.

Bottom, Left, and Right Edge Slope:	These parameters adjust the apparent
steepness of the bevels on the shingles.

Stagger Adjust:  This parameter can be used to stagger every other row
of shingles.  THis parameter defaults to a value of 0.5 which stacks the tiles
like a brick wall.

Slope Variance:  This parameter adds some randomness to the directions
that the faces an bevels face on the shingles.

Shingle Size Vary:  This can be used to add some randomness to the sizes
of the shingles.

Apply As Checks:  By by entering any posative number in this parameter,
you can tell this texture to only apply every other shingle.


sample object:  primative plane with Z axis perpindicular to it's surface.
=============================
TriChex (Triangle Checks) Texture
Type: Color, Reflect, Filter, Bump.

This is another checkerboard texture, but this one applies itself based on a
triangular pattern. The checks are independantly scalable in all the texture
axis directions.  A base color can be set (or turned off), and the base color
can be varried independantly in all three colors as well as as a whole.  The
reflectance and transparency of each check can be randomized and the apparent
surface orientation of each check can also be altered.  

Requester:  

X and Y Size:  These parameters can be used to scale the checks, and
each can be scaled independantly to change the shapes of the triangles.

Color:  These are the parameters that set up the base color
for the texture.

Red/Green/Blue Vary:	These Parameters tell the texture how much it can
randomly alter each of the color values set in the base color.

Color 'Value' Vary:  Color "Value" tells you how far from black a color is.
By changing this parameter, you can randomly alter the value of each check the
texture makes.

Reflect/Filter Level Vary:	These parameters are use dto randomly alter the
reflectivity and transparency of triangles in this texture.

Plate Angle Vary:		This parameter can be used to randomly alter the
direction of the surface of each check in this texture.

Apply as Checks:		Any posative number in this parameter will tell
TriChex to apply itself in every other triangle position (like a chinese
checker board).


sample object:  primative plane with Z axis pointing out of the plane's 
surface.
==========================
TriTile Texture
Type: Color, Bump.

This texture is just like Bathroom Tile except that it applies itself as t
riangle shaped tiles.

Requester:  

X and Y Size:  These parameters are used to scale the tile.  By setting
these to non-equal numbers, you can change the shapes of the triangles that 
make up the tile.

Bevel Width:  This parameter represents what fractional part of the
tile surface will be beveled.

Bevel Slope Adjust:	This adjusts the apparent steepness of the bevel on the
tile.

Grout Width:  Grout width represents the width (again as a fraciton of
the tile size) of the spaces between the tiles.

Grout Color:  These values will tell the texture what color to make the
spaces between the tiles.  A negative number in any of these paraters will
turn off the addition of color.

Apply As Checks:	Any posative value in this parameter will turn off the
texture over every other tile so that the tiles get applied in a chinese 
checker-board pattern.


sample object:  primative plane with Z axis pointing out of the plane's 
surface.
==============
Weave Texture
Type: Color, Reflect, Filter, Bump.

This texture applies both bump mapping and colors to an object to make a
weaved pattern like you would find in lawn chair webbing.  The width of the
strips in the weave can be adjusted as can the vertical and horizontal
striping color.  The amount of bump can also be altered from totally removing
the bumps to making them appear very bumpy.  Negative bump values look kind
of fakey because they put the specular spots in the wrong positions.


Requester:

X and Y Size:	These parameters are used to scale the texture in X, and Y. 
The texture can be stretched by scaling in only one direction.

Stripe Width:  This parameter allows you to set the width of the stripes
in this texture as a fraction of the X/Y Size values.

Noise 1 and 2:	These are the noise functions used to add randomness to the
weaved pattern.  The magnitude value adjusts how much to alter the shapes of
the stripes, and the velocity value adjusts wether the noise is applied in a
fast and jerky or slow and gradual manner.

Bump Adjust:  This parameter adjusts the aparent height of the stripes
as they weave under and over each other.

Horiz and Vert Stripe Colors:	These parameters allow you to set the colors
of the stripes.  If you enter a negative value for any of these parameters,
the color for that stripe will be taken from the colors already on the object.

Stripe Reflect/Filter:  These parameters can be set to alter the
reflectivity or transparency where the stripes fall.  Negative values in any
of these parameters will not alter the filter/reflectivity already on the
object.


sample object: primative plane with Z axis perpindicular to it's surface.


==================================================
Specific Primative Textures:
==================================================
Checks Family:
Type: Color, Reflect, Filter, Bump.

These are just some more checkerboard textures, but these go further
than the older one(s).  The checks are independantly scalable in all 
relavent directions.  A base color can be set (or turned off), and
the base color can be varried independantly in all three colors (R, G, or B)
as well as as a whole.  The reflectance and transparency of each check can be
randomized and the apparent surface orientation of each check can also
be altered.  

Requesters:  All Checker textures use the following parameters - any
deviation from this is listed under the individual texture.

Color:  These parameters set the base color for this
texture.

Red/Green/Blue Vary:	These parameters tell the texture how much it may
randomly alter each part of the base color.

Color "Value" Vary:		This parameter lets this texture randomly push
the check colors closer to black (to change the color's value).

Reflect/Filter Level Vary:	These parameters allow you to control how
much the texture can randomly alter the reflectance and/or transparency
of the checks.

Plate Angle Vary:		The orientation of each check may be randomly
altered, and this parameter controls how much they can change from check
to check.

Apply as Checks:		Any posative value in this parameter will tell
this texture to only apply itself to every other check on the surface.
This does checker board patterns.

	=====================================
	RectChex (Rectangular Checks) Texture

	This texture applies itself best to rectangular objects.  The position of
	the checks as they go up the Y axis can be staggered so that the checks
	can be stacked as bricks, and the texture may be applied as boxes all
	over or as a checker-board.

	Requester:

	X, Y, and Z Sizes:  These are the parameters used to scale this
	texture.  Any of these can be scaled indepentantly in any direction to
	stretch or change the shape of the checks.

	Stagger Adjust:  This parameter will stagger every other row of
	checks by some fracitonal amount of the check width.  Setting it to 0.5
	will stack th echecks like bricks along the Y axis.



	sample object:  primative plane 
	=====================================
	RadCheks (Radial Checks) Texture

	This texture applies a checker pattern in a radial pattern, out from the
	center of the texture axis.  This can be used for applying checks to a
	ball or to a tube, and if applied to a plane with the Z axis coming out
	of the front, will radiate checks from the center.  By setting the Z size
	of this texture to something larger than your object, and applying it to
	a sphere, you can do a beach-ball type of texture.

	Requester:

	Radial Scale: 		This parameter allows you to scale the texture's size
	as it radiates out from the axis center.

	Z Scale: 	  This parameter allows you to scale the texture's size
	as it moves up the Z axis.

	Sweep Divisions:   This parameter allows you to scale the texture's size
	as it sweeps around the Z axis.


	sample object: primative sphere

	==========================
	SprlChex (Spiral Checks) Texture

	This texture will do barber pole-like stripes, and will do a checker
	pattern the same way.  You have to be careful using this texture, because
	it is sensative to the position of it's texture axis relative to the
	object.  The spirals travel up and around the Z axis, and the axis must
	be positioned above or below the object to avoid getting a change of
	direction in the spirals.  Apply the texture to a tube, and move the
	texture axis a ways below the object to get rid of any discontinuities in
	the pattern.

	Requester:

	Radial Scale:  This parameter allows you to scale the texture's size
	as it radiates out from the axis center.

	Z Scale: 	  This parameter allows you to scale the texture's size
	as it moves up the Z axis.

	Sweep Divisions:   This parameter allows you to scale the texture's size
	as it sweeps around the Z axis.


	sample object: primative tube.

======================
DeathStar Family:
Type: Color, Reflect, Filter, Bump.

Coolness - These textures applies a random pattern of beveled, dirty tiles to
an object.  Color can be added to the bevels and dirt or rust can be added to
the corners of the tiles.  The first texture, Death Star, applies itself best
to flat or cubic objects, the second, Radial Death Star, applies best to
tubular or spherical objects.  The bump mapping can be turned off, and by
adding only color you can do a printed circuit board type look.

Requester:

X,Y, and Z Eccentricity Adj:	These sets the amount of scaling difference in
tiles that are affected by an eccentricity factor an a particular axis. - Its
a little tough to explain - just play with it.

Bevel Width Adjust:   This parameter sets the width of the bevels
(lines) between the tiles.

Bump Adjust:   This adjusts the apparent steepness of the
bevels between the tiles.  0.0 will make the bevels flat.

Red/Green/Blue Bevel Color:  The bevels on this texture can be colored. 
These parameters allow you to set this color.  A negative value in any of
these will turn the application of color to the bevels off.

Bevel Reflect/Filter:  These let you explicitly set the reflectance or
transparency of the bevels.  Negative values in any of these will tell the
texture to just use the values already on the object.	Try this texture on a 
fully transparent object with this filter value set to 0.0.

Bevel Dirt/Rust:  These parameters let you dirty up the corners 
of the tiles.  The value you put in here sets the approximate size of the dirt
spot.  If you apply both dirt and rust, it may look best to keep the rust size
smaller than the dirt size.

	=========================
	DethStar (Death Star) Texture

	Requester:

	X, Y, and Z Sizes:	These allow scaling of the texture.  By adjusting them
	independantly, you can stretch the tiles in any particular axis.


	sample object: primative plane.
	=========================
	RdDthStr (Radial Death Star) Texture

	Requester:

	Z Scale Adj:  This scales the tiles in the Z direction.

	Radial Scale Adjust:	This parameter adjust the size of the tiles as
	they radiate out from the texture axis.

	Sweep Divs:  This adjust the size of the tiles as they sweep 
	around the Z axis.  Integer values look best, but aren't necessary.


	sample object: primative sphere.

===========================
DirtTile Texture
Type: Color, Bump.

This is another square tile texture.  This one has dirt between the tiles and
it applies itself in a full 3 dimensions.  if We are gonna keep this, I'll
have to finish it up - I could probably come up with quite a few adjustments
the user can make.


Requester:
	not done...  FIX THIS THING NNNNNN

sample object: primative plane
=========================================
Plaid Texture
Type: Color.

This texture is ... well ... its plaid.

The texture lets you set up 3 colors for your plaid, and has a few adjustments
for adding noise, staggering the rows of pattern as the texture goes up the Y
axis, and the ability to apply it in a checkerboard pattern.

Requester:

X, Y, and Z Sizes:  These parameters allow scaling of the texture.  Scaling
any of these independantly will change the shape of the plaid pattern by
stretching the pattern.

Colors 1, 2, and 3:  These are the three colors for the pattern.  Setting 
any of th evalues to a negative number will tell the texture to get this 
particular color from the object's base color.

Noise Magnitude and Velocity:	These allow you to disturb the straight line in
the plaid pattern.  This way the texture may look more like crumpled cloth.

Stagger Adjust:  This allow you to stagger every other row of this 
texture as it applies itself in Y.  A value if 0.5 will stagger the texture in
a pattern like bricks (plaid bricks? - Why not).

Apply as Checks:		Any posative value in this parameter will turn off
every other "check" of the plaid pattern so that you can do ... well... plaid
checks...


sample object:  primative plane 
==============
Window Family:
Type: Color, Reflect, Filter.

These Three Textures, RectWindow, RadWind, and TubeWind, are used to put a lot
of little, randomly spaced, randomly lit windows on different objects.  This 
is for doing buildings or space ships, or anything that needs a lot of little
symetric looking, rectangular holes punched in it.  By using the Low/Hi
Threshold values carefully, and reapplying the same texture, you can get a
building with any particular portion of the windows turned on, and have the
rest look as if there is no light inside.

How to do a ball with lights on on the inside of it:  Add a primative sphere.
Scale that sphere down just a little bit (.98), leave it white, and make it
bright. Add a second shpere, and don't scale it.  Make it some other color
(like red), and give it a good specular spot (white) and some hardness (100).
Now you have a bright, white sphere inside of another shere that isn't bright.
Apply RadWind to the outer sphere, accept the defaults, and do a quick render
with your light source at about a 60 degree horizontal angle.  You should get
a sphere with windows spread randomly over the surface -- notice that the
windows on the dark side of the sphere are still lit up (due to the bright
object inside).  The transparency value of 1.0 in the default RadWind
requester sets the transparency of all the windows to fully transparent so
you see the bright object on the inside.  Setting this to a lesser value 
(0.5 -> 0.0) would allow you to see the color adding effects that this
texture has.  Two colors can be selected, and the color of each window will
be randomly interpolated from these.

Requester:

Low/Hi Threshold:	These textures will totally cover objects with windows.  
These parameters allow you to control what fractional part of the windows, and 
which portion of the windows are turned on.  The difference between these
values tells you what fractional part of all the windows will be turned on,
the actual vlaues determine which windows are turned 'on'.

Min/Max Spacing:	These parameters are used to set the size of the space
(frame) between each of the windows.  By having these set to non-equal
numbers, the spacing between the windows will be set randomly between the
values you selected.

Transparency:  This parameter sets the transparency of the windows.  The 
Window textures can add just colored windows to an object, or they can add 
transparent spots where you can see into the inside of the object.  A negative
value in any of these will tell the texture to use the colors that are already
on the object.  A negative value will tell the texture not to modify the
transparency the object already has.

Colors 1 and 2:  These two parameters let you set up a color range from
which the colors of the windows are randomly interpolated.

Reflect Adj:  This parameter can be used to set the reflectance of the 
windows.  A negative value will tell the texture not to modify the reflectance
the object already has.

	==============
	RadWind (Radial Windows) Texture

	RadWind is specifically designed to apply properly to spherical objects.


	Requester:

	Radial Scaling:  This parameter adjust the window scaling as the
	windows radiate out from the texture axis.

	Z Scaling:  This parameter adjusts the window scaling in the Z 
	direction.

	Sweep Division Adjust:	This patameter adjusts the window scaling as they 
	sweep around the Z axis.  Integer values work best for this.


	sample object: primative sphere. 
	==============
	RectWind (Rectangle Windows) Texture

	RectWind is specifically designed to apply properly to flat/cubic objects.


	Requester:

	X, Y, and Z Sizes:  These parameters control the window scaling in each
	axis independantly.  Adjust justing them separately will allow you to
	stretch the window shapes.


	sample object: primative plane extruded 100 units in Y.
	==============
	TubeWind (Tube Windows) Texture

	TubeWind is specifically designed to apply properly to cylindrical objects.


	Requester:

	Radial Scaling:  This parameter adjust the window scaling as the
	windows radiate out from the Z axis.

	Z Scaling:  This parameter adjusts the window scaling in the Z 
	direction.

	Sweep Division Adjust:	This patameter adjusts the window scaling as they 
	sweep around the Z axis.  Integer values work best for this.


	sample object: primative tube.


==================================================
Specific Application Textures:
==================================================
Antique (with Altitude Map) Texture
Type: Color, Reflect, Filter.

The idea behind Antique is this:  I wanted to take an object with an altitude
brush map on it and make it look like it had gotten dirty (or antiqued) in
the non-raised parts.  This texture does this by keying off the red color
already applied on an object, and this combined with a noise function helps
in the dirtying up effect.

To get this texture to work, first apply a brush as an altitude map and then
as a color map.  Now apply Antique (this texture) to the object and set the
color, reflect, and filter values to the attributes you want (also set the
specularity and hardness in the object attributes).  When rendered, the color
brush will be replaced with the colors you set in the requester, and the low
parts of the altitude map should be pushed towards black.  Try this with the
attributes of brass or copper in the requester and do a full trace with some
objects to reflect - it's very effective.

Requester:

Color/Filter/Reflect:	These parameters set the atributes which will be
applied to the object in place of the colors already on it.  This is not the 
attributes of the antiquing itself.  The antiquing will be these attributes
pushed to wards black with no reflectance.  Using negative values in any of
these will tell the texture not to modify this particular attribute. 

Noise Magnitude and Velocity:	These parameters add some noise to the 
aplication of the antiquing.  The only way to turn off the effect of the noise 
is to set the Magnitude value to 0.0.  Note: (1,25) is a good noise mag/vel
pair.


sample object: primative plane with brush applied as both an altitude map and 
a color map
===============================
CndyAppl (Candy Apple) Texture
Type: Color.

This texture applies a candy apply type of finish to an object.  The way it 
works is that as the angle between the incident light ray and the surface 
normal gets bigger (as the surface starts to point away from the camera), the
value of the object color gets pushed closer to black.  The effect is subtle,
but it adds a warm tone to the object.

Requester:
	There are no adjustable values in this.

sample object: primative sphere.
==============
CoolFir Texture
Type: Color, Reflect, Filter.

This texture is similar to the old Linear texture in that it does a color fade 
along the Z axis from the object color at the bottom (negative Z) to the
texture color at the top (posative Z).  This differance between this texture
and linear is that this one is scaled and moved by moving the texture axis
and this texture also has a noise function that lets you alter the fade from
a smooth color change to something that looks like a poor spraypaint job to
something more like whispy, curly fire.

Requester:

Color/Filter/Reflect:	These are used to set the attibutes of the posative Z 
part of this texture.  Negative values will turn off the application of any
particular attribute.

Noise Magnitude and Velocity:	This noise function disturbs the transition
area of the texture.  The magnitude parameter sets how much to disturb it, and
the velocity tells the noise funciton wether the disturbance is fast and jerky, 
or slow and sweeping.


sample object: primative sphere.
===============================
FireBall Texture
Type: Color, Reflect, Filter.

This texture was originally an attempt at using a texture to do fire - as it 
turns out, it has a lot more potential than just that.  Remember:  The only 
place you will see this texture is where it intersects a surface - it does 
not, on it's own, occupy space.  The texture applies itself as a sphere that
can fade from one color at it's center to a second color at it's periphery.
Applying it to a plane, you can see the color fade - applying it to a sphere, 
you will get a uniform color all over the sphere (unless you add some noise - 
which may well be the effect your after.)  Any of the color/reflect/filter 
params can be set negative, in which case, the values will be taken from the 
object's original attributes. 

To do fire:  create a candle flame shaped object.  Apply the texture and select 
"Edit Axis" from the texture requester.  move the center of the texture axis
to  the base of your flame.  Now scale the texture axis until one of texture
axes extends beyond the top of your object.  In the texture requester, set
the noise to 0.3 and the "Filter 2" param to 1.0.  Make the object bright.

I've used this texture to airbrush certain areas on an object, to do burn
marks, to create nebulous masses, and to do solar corona effects.

Requester:

Color/Reflect/Filter 1:  These parameters set the attributes of the central
part of the texture.

Color/Reflect/Filter 2:  These parameters set the attributes of the
peripherial area of the texture.

Noise:  This parameter can be used to add some noise to
this textures transition area.  A good value is about 0.4.


note: FireBall uses texture axis to scale - texture bounding box gives
aproximate size, shape, and orientation of the central attributes.

sample object:  primative plane.

==============
GasGiant Texture
Type: Color, Filter.

This texture applies rings of color to an object that, when viewed from the 
X-Y plane, makes stripes on an object, and when viewed down the Z axis will
do rings.  The texture has a noise function to disturb the straight banding
that appears in this texture.  By carefully selecting base colors for this
texture, you can create planets similar to Saturn, Jupiter, Uranus, or even
Rigel 12.  By applying this texture carefully to a disk, you can create the
rings that go around the planets complete with spaces between the rings:

Creating a planet that looks a bit ilke saturn:  Add a primative sphere. 
leave the spheres attributes as-is, and apply GasGiant to the sphere.  Add a
primative disk to the scene, and using Transform, rotate it's axis by 90
degrees around X (so that the objects Z axis will now point out of the
surface).  Scale this disk to 2.3 times it's original size, and rotate it 90
degrees about it's X axis so it is oriented properly around the sphere (the
planet).  Changes the disks filter attribute to 255, 255, 255, and apply
GasGiant to the disk.  Make the following modifications to the GasGiant
texture on the disk:  Set the Minimum Ring Radius to 60 and the Maximum to
115.  Set the Filter Adjust to 1.0.  Set either the Noise Magnitude or the
Noise Velocity to 0.0.  There it is.  If the bands on the planet look too
stormy, adjust the noise values so they don't add as much disturbance as they
do.  If the colors aren't quite right, adjust the two base colors in the
texture to two that better represent the color range you're looking for.  If
there is too many bands in the rings around the planet, change the Banding
Width Adjust to a larger number to get fewer, but wider rings.


Requester:

Minimum/Maximim Ring Radius:	This texture has a specific region over which 
it applies itself.  This region is defined as being within a certain radial 
range from the texture axis.  Outside of this region, the texture does
nothing.  At the edges of this region, the texture fades to fully filtered. 
Whithin the center of this region is where this texture does it's thing. 
These parameters set up this range.

Colors 1 and 2:  These parameters set up two colors from which
all the colors used in the banding are randomly interpolated.

Banding Width Adjust:  This parameter is used to adjust the
approximate width of the color bands in this texture.

Filter Adjust:  This texture allows for bands of filtered out
areas along with th ecolor banding.  This parameter sets how far towards fully
transparent these filtered bands can get.

Noise Magnitude and Velocity:	This noise function allows you to make the
bands look as smooth or stormy as you want.  The magnitude controls how much
disturbance is added.  The velocity parameter controls how fast that noise
changes.


sample object: primative sphere. 
================================
HrdStrip (Hard Stripes) Texture
Type: Color, Reflect, Filter.

This texture applies Stripes to an object.  The idea is for adding like 
racing stripes, etc.  The requester has room for three stripes.  The texture,
if applied to a plane, needs the Z axis coming out of the surface.

Note: You can get some hint about how the stripes will be applied by looking
at the texture's axis (use Edit Axis).  The bounding box is approximately
the height of the three stripes that are defaults in this texture (the axis
size doesn't change when you change the stripe sizes nor vice versa).

Requester:

Stripe 1 and 2 Spacing and Width:  The Width of, and Space between, each 
stripe is set with the first 5 parameters in the requester.

Stripe 1, 2, and 3 Colors:  Each of the three stripes then gets it's own 
color settings.  Any of these can be set to -1 to turn the stripe off.

Stripe Reflect/Filter:  Finally, all three stripes share reflect and 
transparency (filter) values.

sample object:  primative plane with Z axis perpindicular to it's surface.
==============
Iris Texture
Type: Color.

This texture was specifically designed to do the colors of an iris in an 
eyeball.  The texture is applied to a black disk with it's Z axis coming out
of it's surface.  It has four colors that can be set. Two of the colors are
used as base colors from which a range of colors is interpolated to get the
rays of coloring that go from the pupil to the edge of the iris.  One of the
other colors is for the band of color around teh pupil, and the last is for
the band of color around the outer edge of the iris.  A noise function is
also included to give the color banding a more non-uniform look.

How it works:  Add a primative disk, and use Transform to rotate the disk's
axis by 90 degrees around the X axis.  Change the color of the disk to 0,0,0
(black) and apply Iris (the texture) to the disk.  Accept the defaults in the
requester.  It's that easy.

Requester:

Inner/Outer Radius:  These parameters set the size of the Iris texture.  The 
inner radius is the radius of the pupil, and the outer radius is the radius
of the outer edge of teh iris.

Iris Color 1 and 2:  These colors are used to set up two colors that the
texture will randomly interpolate between to come up with colors for the iris.
A negative value in any of these parameters will tell the texture to use the
color(s) already on the object.

Inner Color:  These color values set up the color of the edge of the 
iris near the pupil.  A negative value in any of these parameters will tell
the texture to use the color(s) already on the object.

Outer Color:  These color values set up the color of the outer edge of 
the iris.  A negative value in any of these parameters will tell the texture
to use the color(s) already on the object.

Noise Magnitude and Velocity:	These parameters add some noise to the area
of the iris that just uses the iris colors.


sample object: primative disk with Z axis perpindicular to it's surface.
==============
LensFlar (Lens Flare) Texture
Type: Filter.

Lens Flare is designed to emulate the flaring effect that light sources 
sometimes have on cameras.  The texture is applied to a flat surface with 
it's Z axis pointing out of the surface, and it adjusts the transparency 
of the object so that four seperate shapes appear, a flare, a ring, an 
eight pointed star, and a four pointed star.  The size and density (intensity)
of each shape can be adjusted.  The colors already on the object show up 
as the color of the star.  For example, apply FireBall texture so that 
the center of a disk is white, and the edges are purple, and the flare 
will fade from white at the center to purple at the edges.

Requester:

Flare Radius:  This is the size of the inner flare.
Flare Inten (0..1):	This adjusts how intense the flare is - how non-transparent.
Ring Radius adj:	This adjusts the size of the ring around the flare.
Ring Select(1,2,3..):	This can be used to adjust the radius of the ring, but where 
 Ring Radius Adj changes the thickness of the rings, this won't.
Ring Inten (0..1):	This adjusts how intense the ring is - how non-transparent.
Star 1 Max Radius:	This sets the size of the eight pointed star.
star 1 Inten (0..1):This adjusts how intense the eight pointed star is - how non-transparent.
Star 2 Max Radius:	This sets the size of the four pointed star.
star 2 Inten (0..1):This adjusts how intense the four pointed star is - how non-transparent.

Notes:
If you use fireball to paint the Flare object, remember to set the filter adjust numbers to 
-1.0 so that FireBall doesn't re-affect the filtering set up by LensFlare.

Sample object: primative disk with Z axis perpindicular to surface.
================================
Metals Texture
Type: Color, Reflect, Bump.

This texture was put together so I could have consistant and pre-packaged
metalic textures.  The requester lets you pick from 6 metal looks (Gold,
Brass, Copper, Chrome, Silver, and Aluminum), and 6 finishes (Smooth, Bumpy,
Peened, Scratched, Pebbled, and Crumpled). It also lets you set how highly
polished (how reflective) the object is or (if you use an antiquable texture)
how much antiquing is used.  As a default, the texture sets the object to be
highly reflective.  The Requester doesn't give any hints to this, but the
textures can be scaled be changing the size of the texture axis.


Reuqester:
Metal Number  Enter the number of the requested metal - the numbers are
explained on the requester itself.

Dull/Polished:  This parameter turns the reflectivity of the metals 
down/up.

Finish:  Enter the numver of the surface texture you want to use -
The numbers are explained on the requester itself.

Antique:	  This parameter adds antiquing to metals with bumpy
finishes on them.


sample object: primative sphere
==============
MntnTop (Mountain Tops) Texture
Type: Color, Reflect, Filter.

This texture is similar to the old Linear texture in that it does a transition
from the object attributes (in negative Z texture axis) to the attributes
which are set in the MntnTop Texture requester (in posative Z texture axis).
The main difference between this and the old Linear is that this texture has a
user controllable noise function and the transition width as well as the
position are set by moving/scaling the texture axis.

Note: This texture can be reapplied several times, at different positions and
with different colors and eventually fade to transparent to get an interesting 
wall of fire look.


Requester:

Color/Filter/Reflect:	These are used to set the attibutes of the posative Z 
part of this texture.  Negative values will turn off the application of any
particular attribute.

Noise Magnitude and Velocity:	This noise function disturbs the transition
area of the texture.  The magnitude parameter sets how much to disturb it, and
the velocity tells the noise funciton wether the disturbance is fast and jerky, 
or slow and sweeping.


sample object: primative sphere.
==========================
SftStrip (Soft Stripes) Texture
Type: Color, Reflect, Filter.

This texture applies soft edge stripes to an object.  The idea is for adding
stripes that can look like a soft spray painted line or even like neon-type
stripes on an object.  The requester has room for three stripes.  The texture,
if applied to a plane, needs the Z axis coming out of the surface.

Note: You can get some hint about how the stripes will be applied by looking
at the texture's axis (use Edit Axis).  The bounding box is approximately
the height of the three stripes that are defaults in this texture (the axis
size doesn't change when you change the stripe sizes nor vice versa).

Doing Neon or Phasor-like beams:	Add a primative plane, and change the
default attributes to make the plane bright and fully transparent (filter =
255, 255, 255).  Using transform, rotate the plane's axis by 90 degrees
around the X axis (so that the Z axis points out of the plane's surface).
Apply SftStrip to the plane.  Make the following changes to the texture: 
Set Stripe 1 and Stripe 3 Width to 0.0.  Set Stripe Filter to 0.0.  Now
render the plane, and you should get a green neon stripe in your picture.


Requester:

Stripe 1 and 2 Spacing and Width:  The Width of, and Space between, each 
stripe is set with the first 5 parameters in the requester.

Stripe 1, 2, and 3 Colors:  Each of the three stripes then gets it's own 
color settings.  Any of these can be set to -1 to turn the stripe off.

Stripe Reflect/Filter:  Finally, all three stripes share reflect and 
transparency (filter) values.


sample object:  primative plane with Z axis perpindicular to it's surface.
==============
Transpar (Transparency) Texture
Type: Filter.

This texture works on a very simple idea - take all the colors on the surface
of an object and convert them to filter values.  This can be used on brush
maps or on procedural color maps (textures).  The transparency adjustment in
the requester allows you to adjust the amount of transparency so that if you
render an object that is made transparent, the colors will still look good. 
The texture can be used to put things that look like slides into a scene, and
it can be used to create things that shadow casting light sources can
interfere with.  

Shadow casting example:  Add a primative sphere.  Add a ground and move it
below the sphere.  Add the WormVein texture to the sphere and accept the
defaults.  Add Transpar texture to the sphere and accept the defaults.  Add
an axis to the scene and make sure its in the center of the sphere.  On the
axis, modify the attributes to make the axis a shadow casting light source. 
Now render this scene with the shadow casting light source being the only
light source in the scene (in quickrender, click on "Don't Add Light Source").
The texture on the sphere will be cast as a colored shadow onto the ground.

Requester:

Transparency:	This sets the transparency level of the resulting object.  
Fully transparent seems to mess up the looks of the colors when viewed 
directly.  Setting this to a lower value (like 0.5) fixes this.


sample object: primative plane with brush applied as color map
===============================
Venitian (Venitian Blinds) Texture
Type: Bump.

This Texture applies a bump map to an object that sort-of emulates a closed
venitian blind.  It could be used for siding on a house, or anything that
needs textured stripes.  

Requester:

Z Size:  	This param sets the vertical height of each slat in the blind.

Bump Adjust:	This sets the apparent depth of the blind - can be set to
negative to invert the bumps.

sample object: Plane with Y axis perpindicular to surface

==============
Z Buffer Texture
Type: Color.

Z Buffer is a very specific use texture.  This texture takes the Y position of
a surface within a scene, and uses that to determine the color of the surface.
This allows you to get depth information about object placement.

Rquester:

Y1 and Y2:  These are the front and back limits of this textures
application (global coordinate values).  Everything beyond these limits will
be set to the texture color nearest.

Y1 and Y2 Color:  These are the color values associated with the Y1 and Y2
coordinates.  The color of any point on the object will be tweened from these.

sample object: primative sphere.
==============

FORMAT:
[name]
Type:[Color,Filter,Reflect,Bump.]

[synopsis and overview of how texture works]

Requester:

[parameter type]:   [description of what this (these) params do]

[parameter type]:   [description of what this (these) params do]
...

sample object: [object type]

====================================
Space Filling Textures
====================================
============================
Brushed Texture
Type:  Color, Bump.

The Brushed texture tries to simulate the texture of a brushed aluminum.  The
texture allows you to change the size of the surface scratches, and to add
color to the scratches for a more dirtied up look.  This textures also has a
user definable noise function, clipping values, and a dispersion parameter
that can be used to alter the look of the brush.
 
Requester:

X, Y, and Z Size:		
These parameters are used to adjust the size and
shape of the individual scratches.

Noise 1 and 2:  This noise function appears to mainly effect the
placement and distribution of the scratches.

Bump Adjust:   The Bump Adjust sets the apparent depth
of the scratches.

Top/Bottom Clip:  The top clip can be used to flatten out the centers
of the scratches.  The bottom clip, by changing the outer size of the
scratches, change the spacing between scratches. 

Bump Color:   This color is applied to the center of the
scratches and feathers out.

Color Clip (0..1.73):  This determines how far the coloring feathers out.

Dispersion (0..1):   Dispersion is used to turn off (or on) some
fraction of the scratches.  A value of .5 tells the texture to only apply 
50% of the scratches it is capable of.
sample object: primative plane with Z axis perpindicular to surface


============================
Concrete Texture
Type:  Color, Bump.

This texture does something that looks a lot like concrete.  It interleave
three separate bump maps and maps a blended color pattern with the object's
color.  The texture has three separate colors (one for each bump map) that
combine with the colors already on the object to give you a blend of four.
The apparent bump height/depth can can be turned off to give a color 
only effect, or, the colors can be shut off for a bump only texture.

Requester:

X, Y, and Z Size:  These parameters are used to set the size and to
control the shape of the general "grain" of the concrete.

Noise:	This Noise can be used to more or less break up 
and mix the three separate bump maps.

Colors 1, 2, and 3:  These are the colors that you can set for the three
bump maps.  Remember that these colors are combined with the colors already
on the object.

Bump Adjust (-1..1):  The parameter adjusts the apparent height/depth of 
the bumps on the object.


sample object:  Primative Sphere

============================
Dirt Texture
Type: Color, Reflect, Filter.

This texture was made to generally dirty up objects so they won't look quite
so perfect.  Due to the way the noise function is applied, it can be used to 
do a splotchy, dusty look as well as a more even scattered dirt look.  The
texture's axis is used to scale the dirt particles (splotches), and by 
changing the position of the axes, you will get different dirt looks on
objects with the same shape.  Instead of applying the dirt as a color, you 
can also alter the object filter and reflect values - I guess this isn't 
really like dirt, but it is very cool.

Requester:

Noise 1 and 2:   These parameters adjust the mixture and
scattered look of the dirt.  Setting them to 0,0,0,0 will give you an idea
of the base pattern, and then adding in the noise will break up and scatter
the pattern.

Dirt Intensity(0..1):  This parameter adjusts how much of the original
object's attributes will show through the dirt.

Dirt Color/Reflect/Filter:  These are the attributes of the dirt particles.

Sample object:  Primative Sphere

============================
DrtPaint (Dirt Paint) Texture
Type: Color, Reflect, Filter.

This texture works just like dirt, except that the intensity of the dirt
application depends upon the attributes already on the objects.  The intensity
of the dirt is determined by the maximum intensity value set in the requester,
and by how much a particular red attrribute is turned 'on' on an object (this
texture treats bright white the same as bright red).  Using this texture in
conjunction with brush maps or coloring textures can restrict the dirt to
certain areas of objects.  The texture can key off the amount of red in either
color, reflect, or filter attributes.  This way, you can apply the dirt on top
of other surface attributes that may already be on the object.  Note: when
keying off the red color attribute, the color of the object can be replaced
with the color typed into the texture's requester - when keying off of the
filter or reflect red attribute, DrtPaint will automatically shut off all
filtering or reflecting done on the object previously.

Requester:

Noise 1 and 2:  These parameters adjust the mixture and scattered
look of the dirt.  Setting them to 0,0,0,0 will give you an idea of the base
pattern, and then adding in the noise will break up and scatter the pattern.

Max Dirt Intensity(0..1):	This parameter adjusts the maximum intensity of
the dirt application on areas of the object that have the red color attribute
turned full on. 

Dirt Color/Reflect/Filter:  These are the attributes of the dirt particles.


sample object:  Primative Sphere

============================
Fakely Texture
Type: Color, Reflect, Filter.

This texture was inspired by the way light reflects in Oakley sunglasses.
What it does is it puts one color on the parts of the object that face you,
and a second color on the parts of the object that face 90 degrees away from
you (the sides of the object).  The texture can be set up to change the
object's color, reflect, or filter attributes.  The texture also has a 
threshold value that can be set to adjust where the color change occurs.
This texture can be used to fake total internal reflection.

Requester:

Type Number:  This determines what type of texture this is,
a color texture, filter texture, or reflect texture.

Change Thresh (0..1):  This parameter sets the place where the color
changes from that set in the Front colors to the one in the Side colors.
Setting it to 0.0 makes the object almost totally the front color.  Setting
it to 1.0 changes the whole object to the Side color.

Side/Front Red/Green/Blue:	These set the colors for the surfaces
perpindicular to and parallel to the camera.


Sample object:  Primative Sphere

============================
FrogSkin Texture
Type: Color, Reflect, Filter.

This texture does a speckly, bumpy, spotted thing that looks a bit like the
skin of a leopard frog.  The texture itself only modifies the color of the
spots and speckles, so the base color of the object still has to be set (light
green looks good with the defaults).  The size of the speckles is scalable by
editing the texture's axis, and the size of the spots can be set in the
texture's requester.  The color of the speckles and the spots can each be set,
a bump can be added to the spots, and there is a noise function that alters
the shape of the spots and the speckled pattern.

Requester:

X, Y, and Z Size:  These parameters are used to set the size and to
control the shape of the spots.

Noise 1 and 2:  These parameters will change the pattern and shape of
the speckles and spots.  Setting them to 0,0,0,0 will give you an idea of the
base pattern, and then adding in the noise will move and alter the pattern.

Bump Adjust:  This parameter adjusts the apparent height of the
spots.

Spot Size Adjust:  This adjusts what fraction of the object's surface is
covered by spot.  This adjusts the size of the spots while keeping the
positions the same.

Bump/Speckle Color:  These set the colors of the spots and the speckles.


sample object:  Primative Sphere

============================
Jersey Texture
Type:  Color, Reflect, Filter.

Jersey colors an object with splotchy, random areas of color that are similar
to those on a jersey cow.  The texture alters the color of the object, but it
can also modify the objects filter and reflect values.  The texture can be 
scaled independantly in each axis direction to change the shapes of the
splotches.  A threshold value determines what percentage of the object is 
covered with the splotches, and the texture has a noise function that can be
used to alter the disturbance in the splotch shapes.

Requester:

X, Y, and Z Size:  These parameters are used to set the size and to
control the shape of the splotches.

Noise 1 and 2:			These parameters will change the pattern and shape of
the splotches.  Setting them to 0,0,0,0 will give you an idea of the base
pattern, and then adding in the noise will break up and scatter the pattern.

Color/Reflect/Filter:  These color values allow you to change the attributes
of the splotchy areas.


sample object:  Primative Sphere (or cow)

============================
Marble Texture
Type:  Color, Reflect, Filter.

Marble does something very similar to Splotch with varying levels of blended
color that, when used on the right base object so the colors blend properly,
looks a bit like marble.   The pattern is similar to the pattern used in
Splotch, but this texture offers a different level of control with the
introduction of a noise function, and intensity control, color control, and a
threshold parameter that controls what fraction of the object's surface is
covered with the pattern.  The texture can be scaled and positioned by editing
the texture's axes.

Requester:

Noise 1 and 2:  These parameters will change the pattern and shape of
the marbeling.  Setting them to 0,0,0,0 will give you an idea of the base
pattern, and then adding in the noise will break up and scatter the pattern.

Intensity: This parameter determines how much the original object
colors are covered up by the marbled texture.

Grain Color:  These color values allow you to change the color of the
marbeling.

Threshold:  This parameter controls how much of the surface of the object
will be covered by the marble grain.  A small value will will put a very small
amount of graining on the object.  A larger value will cover more of the
surface whith the marble grain.

sample object:  Primative Sphere

============================
Terra Texture
Type:  Color, Bump.

Terra is a texture that has two independant bump functions that can be
combined to make something that looks like landforms.  Each of the bump
functions has a color associated with it and color blending can be used to 
allow the object color to come through.  This texture has the usual axis
scaling and noise functions that allow changing of the sizes and shapes of the
bumps.

Requester:

Noise 1 and 2:  These parameters will change the pattern and shape of
the bump/color mapping.  Setting them to 0,0,0,0 will give you an idea of the
base pattern, and then adding in the noise will break up and scatter thei
pattern.

Color 1 Red/Green/Blue:  These color settings set the color of the first of the
two color/bump map areas.  If blending is turned on, this color will dominate
the center of the bumps and fade out to the object's color on the periphery.

Color 1 Bump (-1..1):  This parameter sets the apparent height/depth of the bumps in the first bump/color 
mapping function.

Blend Color 1? (0/1):	Setting this to 0.0 will turn off the color blending in
the first bump/color/mapping function.  Setting to one turns on the color
blending.

Color 2 Red/Green/Blue:  These color settings set the color of the second of the
two color/bump map areas.  If blending is turned on, this color will dominate
the center of the bumps and fade out to the object's color on the periphery.

Color 2 Bump (-1..1):  This parameter sets the apparent height/depth of the bumps in the second bump/color 
mapping function.

Blend Color 2? (0/1):  Setting this to 0.0 will turn off the color blending in
the second bump/color/mapping function.  Setting to one turns on the color
blending.


sample object:  Dark Green Primative Sphere

====================================
Two Dimensional Textures
====================================
Blast Texture
Type:  Color, Reflect, Filter.

Blast is was created to do burn/blast marks from things like bullets or
phasors.  In this texture, the texture axis' bounding box actually bounds
the area of effect of this texture.  The blast is made of three colors, one
that dominates the center of the blast and two that make up the lines that 
emminate from that central point.

Requester:

Radial Lines 1 and 2:  These parameters set the colors of the lines that will 
be mixes and radiating out from the center of the texture.

Central Color:  This is color that will dominate the center of the
blast.

Radial Lines(2,4,8..):  This adjustment lets you control the number of rays
that radiate out from the center of the blast.

Radial Line Size Vary:  This parameter controls how much the length varies
between radial blast lines.  Setting it to zero will make all the radial lines
the same length.

Filter Adjust (0..1):  This lets you set the transparency of the blast area. 
It can be used to do something like punching ragged looking holes in objects.

Noise:	These Magnitude and Velocity parameters allow you to
control the scattering of the color and the variance of the shape of the blast
area.


sample object: primative plane with Z axis perpindicular to surface

============================
BmpBrnch (Bump Branches) Texture
Type:  Color, Reflect, Filter, Bump.

BmpBrnch is a texture that draws soft-edged and bumped vein-like patterns
that branch out from the center of the texture.  This texture is related to 
Branches.itx and DancSprk.itx.  The thickness of the branches is adjustable,
a noise function can be used to make the texture less regular, and the color,
filter, and reflect values can be set for the branches themselves.

Requester:

Branches (2,4,8...):  This parameter controls how many branches emminate from
the center of the texture.

Branch Width (0..1):  Branch Width adjusts how wide the branches are. 
Setting this to 1.0 will leave almost no spaces between the branches.

Branch Clr/Ref/Flt:   These parameters set the attributes of the branches.

Noise 1 and 2:   These parameters will change the pattern and shape of
the branches.  Setting them to 0,0,0,0 will give you an idea of the base
pattern, and then adding in the noise will break up, scatter and twist the
pattern.

Bump Adjust (-1..1):  This adjusts the apparent height/depth of the branches.
Turning the coloring off and using this makes things that look like veins.


Note:  apply this to a fully filtered, bright disk, set the texture colors
to something bright, the filter to (0.0, 0.0, 0.0), and add a bit of noise
to make something that looks like plasma sparks.

sample object: primative disk with Z axis perpindicular to surface

============================
Branches Texture
Type:  Color, Reflect, Filter.

Branches draws hard-edged vein-like patterns that branch out from the center of
the texture.  The texture can be used to do the branches of a tree by applying
it to a fully filtered disk.  This way, you can build trees that look good as
background objects without needing the number of triangles nescessary to build
actual tree objects.  Branches is related to BmpBrnch.itx and DancSprk.itx. 
The thickness of the branches is adjustable, a noise function can be used to
make the texture less regular, and the color, filter, and reflect values can
be set for the branches themselves.  This texture's size and position are
controlled by changing the texture axis.

Requester:

Branch Width (0..1):  Branch Width adjusts how wide the branches are. 
Setting this to 1.0 will leave almost no spaces between the branches.  Small
values in here look best for tree-like branches.

Branch Clr/Ref/Flt:  These parameters set the attributes of the branches.

Noise 1 and 2:   These parameters will change the pattern and shape of
the branches.  Setting them to 0,0,0,0 will give you an idea of the base
pattern, and then adding in the noise will break up, scatter and twist the
pattern.

Branches (2,4,8...):  This parameter controls how many branches emminate from
the center of the texture.  Any Value can be used, but by using powers of 2,
the branches stay intact across quadrant boundries.


sample object: primative disk with Z axis perpindicular to surface

============================
Stamped (Stamped Plate) Texture
Type:  Color, Reflect, Filter, Bump.

This texture does something like the texture of the stamped steel plate that is
sometimes used as flooring in steel cat walks or stairs.  This texture is 
basically a derivative of BathTile.itx, so it uses the same nomenclature (ie.
"Grout" is the spaces between the tiles or bumps...).  The texture can be
scaled independantly in all three axes, and the color/reflect/filter of the
areas between the bumps can be set.

Requester:

X, Y, and Z Size:  These parameters are used to set the size and to
control the shape of the stamped pattern.

Bevel Width:  This parameter controls the width of the bevel on each
of the stamped blocks.

Bevel Slope Adj:  This is a bump adjustment that controls the apparent
height and slope of the bevels on the stamped blocks.

Grout Width:  This parameter sets the amount of space between the
stamped blocks.

Grout Color:  These color values set the color attributes of the
areas between the stamped blocks.

Bevel Smooth (0..1): 	This parameter controls some smoothing that can be done
on the edges of the stamped blocks.

Grout Reflct/Filter: 	These allow adjustment of the filter and reflect
attributes of the areas between the stamped blocks.

Stagger Adjust: 		This can be used to stagger the blocks in a brick-like
pattern.  I don't know of any use for it, but left it in anyway.

Apply As Checks:  This parameter will shut off every other of the bricks.
This leaves all the remaining blocks oriented the same way.


sample object: primative plane with Z axis perpindicular to surface

============================
Tracer Texture
Type:  Color, Reflect, Filter, Bump.

This texture creates a sort-of techno looking pattern of horizontal and
vertical line segments. The attributes of the line segments is interpolated
from the values in the texture axis and is applied in manner similar to
ColrNoiz and BumpNoiz. The texture can be scaled independantly in all three
axes by editing the texture's axis, and the color/reflect/filter/bumpiness of
the line segments can be modified.

Requester:

Wall Width Adjust:  This sets what fraction of the objects surface will be
covered by the line segments.  The width adjust adjusts the thickness of the
lines.

Clr/Ref/Flt 1 and 2:  These parameters set up the two base attribute values
from which all the line segment attributes are interpolated.

Bump Adjust:  This parameter sets the apparent depth of the bump
mapping that can be applied on top of the lines. 

Noise 1 and 2:  These parameters will change and break up the shape of
the color/bump maping that is applied to the line segments.

sample object: primative plane with Z axis perpindicular to surface


====================================
Specific Primative Textures
====================================
Honey Comb Family:
Type:  Color, Reflect, Filter, Bump.

HonyComb, RadComb and Hexez are the textures that make up the Honey Comb
family.  These textures apply a pattern of hexagons to an object.  In HonyComb
and RadComb, color of the walls (ie. cell "walls" in a honey comb) of the
hex's comes from the attributes already on the object.  In Hexes, the
attributes already on the object are applied to the center of the hexagons.
The attributes applied by the textures are interpolated randomly from values
set within the texture's requester.  All the scaling and positioning of these
textures is accomplished with the texture's axis.  A bump adjustment is also
included for doing irregularly oriented hex shaped pannels or irregularily
oriented (or bumpy) walls.

Requester:

Wall Width Adj (0..1):	This parameter adjusts the width of the cell walls.  A
value of 0.0 removes the cell walls completely.

Clr/Ref/Flt 1 and 2:	These parameters set up the two base attribute values
from which all the hex face attributes are interpolated.

Bump Adjust:  This parameter sets how apparently dis-oriented all the
hex faces are relative to each other.
 ============================
 HonyComb (Honey Comb) Texture

 sample object: primative plane with Z axis perpindicular to surface

 ============================
 RadComb (Radial Honey Comb) Texture

 sample object: primative sphere

 ============================
 Hexez Texture

 sample object: primative plane with Z axis perpindicular to surface

====================================
Specific Application Textures
====================================
Cracks Texture
Type:  Color, Reflect, Filter, Bump.

This texture was written to simplify the building of pillars made of stacked
blocks.  The texture offers a variety of shapes/coloring patterns and a noise
function for doing anything where you may need a repeating series of
bumps/stripes.  The texture axis determines the width of the repeating pattern,
and the Fract Colored parameter allows adjustment of crack thickness.  The
texture should apply well to a primative tube to give the pillar look.

Requester:

Fract Colored (0..1):	Fraction Colored sets what fraction of the texture axis
bounding box in Z is actually part of a "crack".

Noise 1 and 2:  These parameters will change the pattern and shape of
the "cracks".  Setting them to 0,0,0,0 gives cracks that are just straight
lines with no variance within the cracks themselves.  Adding in the noise will
break up and scatter the pattern of the "cracks" making the cracks folow less
regular shapes and may also make the interior of the cracks look for irregular.

Filter/Reflect Adjust:	These set the reflectance and filter attributes of the
areas within the cracks.

Crack Color:  These set the color attributes of the areas within the
cracks.

Bump Adjust:  This parameter controls the apparent height/depth of
the cracks and the bumping that gets added by the noise.

Bump Smoothing(1..0):	This parameter can be used to change the shape of the
cracks.

Colr Intensity(0..1):	This parameter sets how much of the attributes on the
object show through the texture's color application.

Colr Smoothing(0..1):	This parameter lets you change the pattern of how the
color is applied from hard edged to feathered on the edges.


sample object: primative tube

============================
DashLine Texture
Type:  Color, Reflect, Filter.

DashLine was written for putting dashed lines in roads/highways.  The texture's
axis is used to adjust the size of the repeating pattern, and the Fract Colored
parameter sets how much of that pattern is to be painted.  The texture has 3
noise functions, two that alter the shapes of the dashes, and one (Color Vary)
that alters the amound of color applied for a more weathered/flaked look. 
There is also an Intensity adjustment that is used to applie the texture
lightly so that any brushes or textures already on the object can show through
the lines.  Dashline can be used anytime you need a repeating pattern of
stripes with a controllable width.

Requester:

Fract Colored (0..1):	Fraction Colored sets what fraction of the texture axis'
bounding box in Z is actually part of a "dash".

Shape Noise 1 and 2:	These parameters will change the shape and positioning
of the dashes.  Setting them to 0,0,0,0 will leave the dashes as rectangular
boxes.  Adding in the noise will break up and alter the rectangles.

Filter/Reflect Adjust:	These set the reflectance and filter attributes of the
dashes.

Dash Color:  These parameters set the color attributes of the
dashes.

Color Vary (0..1):  This parameter uses a noise function to vary the
intensity of the color application of the dashes.

Color Vary Vel:  The Vary Velocity sets the speed of the noise function
used to vary the dash's color.

Dash Intensity(0..1):  This parameter sets how much of the attributes on the
object show through the texture's color application.


sample object: primative plane with Z axis perpindicular to surface

============================
HardWood Texture
Type:  Color, Bump.

You've seen EasyWood, this is HardWood.  This is a very good procedural wood
texture.  To use it, there is only a couple of things that need to be remembed:
The woods primary color comes from the object's attributes, and the grain
travels down the texture's Z axis.  A secondary color for the wood is set
within the texture requester as well as a "Grain" color for the pits or cells
in the wood.  There is scaling parameters as well as noise parameters for
altering the shapes and patterns of the grain - with experimentation, you
should be able to come up with several different kinds of wood looks.

Requester:

X, Y, and Z Size:  These parameters are used to set the size and to help 
control the shape of the woodgrain.

Noise 1 and 2:  These parameters will change the pattern and shape of
the grain.  The woodgrain tends to break up an scatter pretty easily, but
experimentation with these noise values may give you some suprising results.

Bump Adjust (-1..1):	The parameter adjusts the apparent height/depth of 
the cells (the exposed, open grain) on the object.

2nd Wood Color:   These parameters set the secondary color of the wood. 
If you are doing purple wood with orange grain, set the object colors to
purple, and these parameters to orange.

Grain Color:  This is the color that gets put into the exposed cells
of the wood.  Most likely, this would (not wood) be set to something close to
the 2nd Wood Color.

Grain Spacing Adj:  This number can be used to adjust the spacing between
and the number of parallel grain lines in the wood.


sample object: primative tube

============================
Ribbed Texture
Type:  Color, Reflect, Filter, Bump.

The Ribbed texture puts a specific number of stripes or bump lines on an
object.  The texture's area of effect is constrained by it's axis bounding box.
Color, reflect, filter and bumps can be added with to the ribs, and the shape
of the bumps is affected by the noise function and the smoothing paramaters.
There is also an intensity value that will allow any brushes/textures already
on the object to show through.

Requester:

Fract Colored (0..1):	Fraction Colored sets what fraction of the repeating pattern of ribs is part of a rib.

Noise 1 and 2:  These parameters will change the pattern and shape of
the ribs.  Setting them to 0,0,0,0 will give you regular, straight ribbs.
Adding in the noise will break up and scatter this pattern.

Filter/Reflect Adjust:	These set the reflectance and filter attributes of the
areas within the ribs.

Rib Color:  These set the color attributes for the areas within
ribs.

Bump Adjust:  The parameter adjusts the apparent height/depth of the
ribs on the object.

Bump Smoothing:  This parameter is used to change the shapes of the
ribbs from hard edged to smooth edged.

Colr Intensity(0..1):  This parameter sets how much of the attributes on the
object show through the texture's color application.

Number of Ribs:  This lets you set how many reibs you want within the
area of the texture's bounding box.


sample object: primative sphere

====================================
Animatable Textures
====================================
BeamMeUp Texture
Type:  Color, Filter.

This texture does something similar to Star Trek's beam-out sequence.  During
the animation of this texture, as an object starts to fade out, it turns into a
bunch of colored particles that swirl across the objects surface, blinking on
and off, and eventually fading out.  The particles' color range, size, density,
and spacing can all be adjusted from within the requester.

Requester:

Particle Size:  This controls the sizes of the swirling particles.

Fraction 'On':  This parameter controls what fraction of the total number
of possible fractions will be on.  Setting it to 1.0 will turn 'on' all the
particles, and there will be no spaces where particles are turned off.

Dist Travelled:  This is the animation tween position parameter that
controls at which point the animation is in the tween.  This is the parameter
that has to be morphed to make this texture animate - morph it from 0.0 to 1.0.

Min/Max Spacing:  These parameters set up a range for setting spacing between
the particles.

Particle Rotations: During the animation of this texture, the particulates will
appear to rotate around the texture axis - This parameter lets you set the
number of times the particles will go all the way around the object.

End Filter:  This parameter lets you set how filtered you want the
entire object to be at the end of the morph.

Colors 1 and 2:  These set the color range for the particles.


Note:  While doing the texture/attribute morph, make sure there is no
specularity or hardness on an invisable object.

sample object:  primative sphere

============================
DancSprk (Dancing Sparks) Texture
Type:  Color, Reflect, Filter, Bump.

DancSprk does a dancing plasma spark or wiggling veins type of thing.  The
basic texture is related directly to Branches.itx.  The texture has an animated
noise function, so it stays basically the same but the disturbance changes
through time.  The attributes of the spark are all definable.  Also, the width
and number of spark branches can be adjusted and a bump can be added to the
texture for a raised vein effect.

Requester:

Branches (2,4,8...):	This parameter controls how many branches emminate from
the center of the texture.

Branch Width (0..1):	Branch Width adjusts how wide the branches are. 
Setting this to 1.0 will leave almost no spaces between the branches.

Branch Clr/Ref/Flt:  These parameters set the attributes of the branches.

Dist Travelled:  This is the animation tween position parameter that
controls at which point the animation is in the tween.  This is the parameter
that has to be morphed to make this texture animate - morph it from 0.0 to 1.0.

Travel Magnitude Adj:	This is the animatable noise magnitude parameter.  This
controls the amount of noise gyrations the texture goes through.  Making this
number bigger will increase the number of gyrations.  This can be used to speed
up or slow down the noise gyrations during a fixed number of frames.

Noise 1 and 2:  These parameters will change the pattern and shape of
the branches.  Setting them to 0,0,0,0 will give you an idea of the base
pattern, and then adding in the noise will break up, scatter and twist the
pattern.

Bump Adjust (-1..1): This adjusts the apparent height/depth of the branches.
Turning the coloring off and using this makes things that look like veins.  
(Wiggling animated bumpy viens - yuck!).


sample object: primative disk with Z axis perpindicular to surface

============================
DripDrop Texture
Type:  Bump.

DripDrop does the rippled wave pattern you get from dropping a peble into a
smooth pond.  The starting and ending parameters of the ripples are all
definable within the texture for setting wavelength, amplitude, radius, and
number of ripples.  As the drop animates, the parameters are morphed from the
Start values to their End values.

Requester:

Start/End Wavelength:	These are the parameters that set how wide each ripple
is.

Start/End Z Amplitude:	These are the same as a bump adjust.  They are used to
set the apparent height/depth of the waves.

Start/End Max Radius:	These are the sizes of the largest circle created by
the ripple.

Start/End Ripple Count:	These parameters let you set the number of wavefronts
in each drop-ripple.

Dist Travelled:		This is the animation tween position parameter that
controls at which point the animation is in the tween.  This is the parameter
that has to be morphed to make this texture animate - morph it from 0.0 to 1.0.


sample object: primative plane with Z axis perpindicular to surface

============================
Rain Texture
Type:  Bump.

Rain makes a surface look like that of a puddle being rained upon.  Rain is
basically similar to DripDrop.itx.  The texture allows the defining of a range
of drop parameters (wavelength, amplitude, radius, and number of ripples).
Rain occurs in a repeatable cycle.  You pick the number of drops in the cycle,
and how long (as a fraction of the cycle length) each drop stays around.  The
textures Axis bounding box restricts this texture's area of effect. - ie. the
rain will fall within the area bounded by the texture's axis.

Requester:

Min/Max Wavelength:  These are the parameters that set up a range of widths
each ripple.

Min/Max Z Amplitude: 	These are the same as a bump adjust.  They are used to
set the apparent height/depth of the waves.

Min/Max Max Radius: 	These set up a range of sizes for the circles created
by the ripple.

Min/Max Ripple Count: 	These parameters let you set a range for the number of
wavefronts in each drop-ripple.

Min/Max Lifetime:  This parameters are used to set how long (as a fraction
of the cycle length) each drop stays around.  The smaller these numbers are,
the faster the drop-ripples dissapear - Use this to make the ripples dissapate
at the rate you need.

Dist Travelled:  This is the animation tween position parameter that
controls at which point the animation is in the tween.  This is the parameter
that has to be morphed to make this texture animate - morph it from 0.0 to 1.0.

# of Drops in Cycle: 	This parameter sets how many drops are going to fall in
one animation cycle.  The more drops you use here, the longer it will take to
render the texture.

Random Seed:   This parameter can be used to get different patterns of
rain.


sample object: primative plane with Z axis perpindicular to surface

============================
Spark Texture
Type:  Color, Reflect, Filter.

Spark does the arcing, jumping, popping, dancing thing that a spark between two
electrodes does.  This is an animatable noise function, so the only thing
changing during the animation is the noise being added to the texture.  The
attributes of the spark itself are user definable.  Use the noise function and
the texture axis to alter the shape, size, and position of the spark.

Requester:

Dist Travelled:  This is the animation tween position parameter that
controls at which point the animation is in the tween.  This is the parameter
that has to be morphed to make this texture animate - morph it from 0.0 to 1.0.

Travel Magnitude Adj:	This is the animatable noise magnitude parameter.  This
controls the amount of noise gyrations the texture goes through.  Making this
number bigger will increase the number of gyrations.  This can be used to speed
up or slow down the noise gyrations during a fixed number of frames.

Color/Reflect/Filter:  These parameters set the attributes of the spark.

Noise 1 and 2:  These parameters will change the pattern and shape of
the spark.  Setting them to 0,0,0,0 will give you a straight, flat line. Adding
in the noise will break up and scatter the sparks shape.


sample object: primative plane with Z axis perpindicular to surface

============================
TieDye (Tie Dyed Rings) Texture
Type:  Color.

TieDye takes three seed colors and creates rings of interpolated colors
centered around the texture's Z axis.  Then, by adding to these rings, you get
something that looks alot like a tie dye pattern.  In this texture, the noise
itself is what's animated, making some really psychedelic effects of moving,
rolling colors.  The texture's axis is used for scaling, shaping, and
positioning the texture.

Requester:

Noise 1 and 2:  These parameters will change the pattern and shape of
the splotches.  Setting them to 0,0,0,0 will give you an idea of the base
pattern, and then adding in the noise will break up and scatter the pattern.

Colors 1, 2, and 3: These set up the three colors that all the texture's colors are interpolated from.

Travel Magnitude:  This is the animatable noise magnitude parameter.  This
controls the amount of noise gyrations the texture goes through.  Making this
number bigger will increase the number of gyrations.  This can be used to speed
up or slow down the noise gyrations during a fixed number of frames.

Dist Travelled:  This is the animation tween position parameter that
controls at which point the animation is in the tween.  This is the parameter
that has to be morphed to make this texture animate - morph it from 0.0 to 1.0.


sample object:  primative sphere

====================================
Fog Textures
====================================
Ghost Texture
Type:  Fog.

This texture alters the fog length of an object at its edges and makes fog
objects with curved edges look insubstantial.  The texture must be used on a
fog object with an initial fog length setting (.1 works well but, of course,
the best value depends upon what you are trying to accomplish).  Color can be
added to the object with attributes, brushes, or textures and can be use to do
light beams, gas flames, etc.

Requester:

Fog Length at T:  T is a value that goes from 0.0 on the parts of the
surface that face you to 1.0 on the parts of the object that are perpindicular
to the camera.  The fog length at T=0.0 is taken from the object's attributes,
the fog length at T=n (the next parameter in this requester) is this
parameter, and the fog length at T=1.0 (The edges of the object) is a fixed
value that makes the edges effectively dissapear.

T:  This is a threshold value that determines where, as
the surface curves away from the camera, you want to fog length to be some
particular value.

sample object:  primative sphere

============================
FogTop Texture
Type:  Fog.

This texture is very similar to MntnTop (mountain top), except that instead of
changing the color/reflect/filter values on the object, it alters the fog
length.  This makes the fog object fade out in the direction of the texture's
Z axis. The texture must be used on a fog object with an initial fog length
setting (.1 works well but, of course, the best value depends upon what you
are trying to accomplish).  The texture can be sized and positioned by editing
the texture's axis and color can be added to the object with attributes,
brushes, or textures. FogTop works well with Ghost for making fire out of a
cone object (use fireball to color the cone).

Requester:

Fog Length at T:  T is a value that goes from 0.0 at the bottom of
the texture's bounding box (in its Z axis direction) to 1.0 at the top of the
texture's bounding box.  The fog length at T=0.0 is taken from the object's
attributes, the fog length at T=n (the next parameter in this requester) is
this parameter, and the fog length at T=1.0 (The texture's bounding box) is a
fixed value that makes the top of the object effectively dissapear.

T:  This is a threshold value that determines where,
as the texture moves up the area of the bounding box, you want to fog length
to be some particular value.

Noise Magnitude/Velocity:  These parameters can be used to make the top edges
of the fog transition more ragged and irregular.

sample object:  primative sphere

============================
FogPaint Texture
Type:  Fog.

This texture looks at the colors already on the the fog object and everywhere
the red color gun is turned up high, the fog will look thick - as the red
color gun gets turned down, the fog gets thinner.  This way, you could apply a
texture or a brush of a particular shape, and "paint" the fog to be thicker
where you want it to be.  The texture must be used on a fog object with an
initial fog length setting (.1 works well but, of course, the best value
depends upon what you are trying to accomplish).  The noise that is added to
the texture can be sized and positioned by editing the texture's axis and
color can be added to the object with attributes, brushes, or textures - or
you can use the color values in this texture itself. 

Requester:

Fog Length at T:  T is a value that goes from 0.0 at where the red
color gun of the object is turned off to 1.0 where the red color gun is full
on (255).  The fog length at T=0.0 is taken from the object's attributes, the
fog length at T=n (the next parameter in this requester) is this value, and
the fog length at T=1.0 is a fixed value that makes the object dissapear where
the red color gun is full on.

T:  This is a threshold value that determines where,
as the red color gun on the object changes, you want to fog length to be some
particular value.

Noise Magnitude/Velocity:  These parameters can be used to break up the
blending of fog values and make the transition regions look less regular.

Denser and 2nd Colors:	These color values alloy you to set the colors of the fog. 
 The denser color gets put where the fog is thickest, and the 2nd color gets put where the fog is thinnest.

sample object:  primative sphere

============================
Nebula Texture
Type:  Fog.

This texture is very similar to Ghost, except that there is a noise function
to perturb the fog, and some automatic coloring that can be done by the
texture.  This texture makes the fog object fade out at its edges and have a
whispy interior appearance.  The texture must be used on a fog object with an
initial fog length setting (.1 works well but, of course, the best value
depends upon what you are trying to accomplish).  The texture can be sized and
positioned by editing the texture's axis and color can be added to the object
with attributes, brushes, textures, or with Nebula itself.  Nebula can be used
to do gaseous things like nebulas and smoke.

Requester:

Fog Length at T:  Aside from what the noise function does to the fog
length, this "Fog Length at T" idea works the same as it does in Ghost.  That
is: T is a value that goes from 0.0 on the parts of the surface that face you
to 1.0 on the parts of the object that are perpindicular to the camera.  The
fog length at T=0.0 is taken from the object's attributes, the fog length at
T=n (the next parameter in this requester) is this value, and the fog length
at T=1.0 (The edges of the object) is a fixed value that makes the edges
effectively dissapear.

T:  This is a threshold value that determines where, as
the surface curves away from the camera, you want to fog length to be some
particular value.

Noise 1 and 2:  These noise functions are used to break-up and
scramble and mix the nebulous/whispy pattern.

Central Color:  This color is applied to the thickest (shortest
fog-length) parts of the fog.  The color of the fog in the thinner areas comes
from the colors already on the object.

sample object:  primative sphere

============================

