FsMap3 Editor User Guide

Table of Contents

Introduction

FsMap3 Editor is a Windows GUI for creating and exploring procedural textures. Texture descriptions can be edited, loaded and saved, exported as images, randomized, mutated and evolved. This user guide helps you get started.

At the time of this writing FsMap3 is considered to be in alpha, which means that things are still changing rapidly. Backward compatibility of saved textures is not guaranteed until we move to beta.

What Can You Do With It?

What Are Procedural Textures?

Procedural textures are images created by an algorithm from a simple description. The textures in FsMap3 are 3-dimensional. 3-textures are also called solid textures because they can be likened to solid slabs of material.

Because solid textures associate a color with every point in 3-space, they can texture any object, no matter how complicated its surface.

Technically, a 3-texture is a box that accepts 3 numbers (X, Y and Z), processes them somehow, and cranks out another 3 numbers. The numbers that come out of the box can be interpreted as a color (for instance, in RGB format) and displayed, or they can be interpreted as another set of coordinates and forwarded to some other box for further processing.

These boxes are typically called nodes in texture editors. A complete procedural texture is built by connecting several nodes in a tree or graph.

Examples

Here are some example images. Each image is a 2-dimensional cross section of a 3-texture created with FsMap3.

Fireplace Clouds
Jupiter Haze
Noises/Cyclones Noises/Colony

A Look at the User Interface

Below is an example screenshot with the main sections delineated.

Main sections of the user interface.

The user interface is divided horizontally into three parts: parameters, control panel, and texture view.

Parameter Panel

The parameter panel contains all parameters of the texture under view. Together, the parameters completely define what the texture looks like. They are divided into three parts:

The parameter panel can be resized by dragging the faintly gray vertical divider at the left of the control panel. If you are not interested in parameters, you can minimize the parameter panel by moving the divider all the way to the left.

Keyboard Shortcuts

+ zoom in
- zoom out
arrow keys pan view
Ctrl-C copy texture from current view
Ctrl-Q quit
Ctrl-R randomize all views
Ctrl-S save
Ctrl-V paste texture into current view
Ctrl-Z undo
Ctrl-Y redo

Control Panel

From top to bottom:

Texture View

The textures are displayed here. Any change to the parameters of a texture triggers an immediate re-render. Here, the left mouse button operates the current tool. The right mouse button accesses the context menu:

Bases

FsMap3 comes equipped with a wide assortment of 3-bases.

Perlin noise Perlin noise Perlin noise, as many other noise bases, emulates band-limited noise. This version has unconstrainted gradients and a selectable interpolation fade.
cubex noise cubex noise Cubex noise is similar to Perlin noise. It is slower to calculate but has more options.
isotropic noise isotropic noise Isotropic noise is another band-limited noise. It is designed to avoid all directional artifacts: it looks similar whatever angle it is viewed from. This is not true of Perlin noise (or cubex noise below). However, it is slower to calculate than Perlin noise.
radial value noise radial value noise Radial value noise is yet another noise-like basis. Unlike the others, its features are points, not gradients. The points are distance weighted.
Worley Worley The Worley basis outputs processed distances to nearest feature points. This version is specially adapted to produce 3-dimensional results. The distance metric is selectable.
colored Worley colored Worley A colored version of the Worley basis. The output is colored according to the nearest cell.
tiles tiles Another colored Worley basis resembling tiles with more straightforward parameters.
leopard leopard The leopard basis is a bunch of spots mixed together.
peacock peacock The peacock basis is like the leopard basis except the spots are now randomly oriented shapes (technically, potential fields).
Julia Julia The Julia basis turns some well-known fractal iteration formulas into a tileable 3-texture form. Fractal parameters are interpolated between feature points.
Julia orbit trap Julia orbit trap Julia orbit trap basis. Like the Julia basis but the coloring is done with the orbit trap technique.
capsule flow capsule flow Capsule flow. The flow bases distributes oriented potentials like the Peacock basis. However, in the flow bases the orientation at each point is sampled from a separate flow texture. The capsule flow basis consists of oriented capsules.
potential flow potential flow The potential flow basis consists of shapes oriented according to the flow basis.
weave weave Weave is special in that, for now, it is the only 3-basis designed to look 2-dimensional, specifically, a woven or threaded pattern.