The Rendering Engine



Before you start working with Texture Maker, it is advantageous to know how the program works in general.

The engine combines the elements of a classical image editor with the power of procedural textures and effects. Textures don't get modified by tools like a pen here, but by the so called Functions. There are functions which e.g., just draw a color (Basic/Solid), distort your textures (Distortion/Twist) or generate a pattern (Generator/Scales).

Mask + Opacity Map = Function Opacity

Usually you want to limit the area of a function to some kind of shape, like a rectangle, a line or an area of pixels with the same color. This is where the Mask comes into play. At the example image above, some ellipses were drawn to form the mask. The function will be limited to these ellipses.

Most of the mask shapes create only masks that are transparent at the one place and entirely opaque at other places. Transparency shades can be achieved by employing the Mixer with its Opacity Map. The opacity map is just another texture, which supplies the transparency data. The example image in the middle above is our opacity map here. The mask and the opacity map are combined to define the Function Opacity (right image).

Target Texture + Function Opacity + Function Output

Now that the Function Opacity is well defined, the engine can start to compute the new pixels (for example a pattern). The left image above is our target texture before the function was run. New pixels will only be calculated and added to the texture where the Function Opacity (middle image) is not black.


The result is that only the wanted areas got modified and replaced by the function's output (the orange pattern here). This is how the engine basically works. In contrast to the classical way "A pen that brightens the image", we have it turned around here: "A brightness function that is pen-shaped".