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palette-gradient-brushes.md

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Palette Gradient Brushes

The following commands feature brushes for creating gradients.


//ezbr gradient

Gradient Brush

//ezbr gradient <palette> [radius] [interpolation] [bleed] [-av] [-n <noise>] [-z <scale>] [-d <distanceFunction>]

The gradient brush allows you to first define a plane by selecting 2 points, you can then paint with your gradient with blocks chosen based on distance along this plane.

Left Click to start a plane at your target block
Sneak + Left Click to start a plane at the player position
Right Click to set the end of the plane at your target block OR paint palette blocks if the plane is set
Sneak + Right Click to set the end of the plane at the player position OR paint palette blocks if the plane is set
Swap Hands (Default F key) to toggle between GLOBAL and PER_ITEM active gradients

  • Palette: Specifies the palette to use for the gradient.
  • Radius (Default: 8): Sets the radius of the brush.
  • Interpolation (Default: NONE): Determines the type of interpolation used in the gradient transition.
  • Bleed (Default: 0.5): Adjusts the strength of interpolation, with a normal range from 0 to 1.
  • -a: When activated, the gradient is allowed to replace air blocks.
  • -v: Deactivates WorldEditCUI integration.
  • -n <noise> (Default: White()): Adds an underlying noise field to the gradient effect.
  • -z <scale> (Default: 1): Modifies the scale of the noise.
  • -d <distanceFunction> (Default: NONE): Sets the distance mode changing the brush to work based on distance from the initial block with the given distance function.

//ezbr gradientstroke

Gradient Stroke Brush

//ezbr gradientstroke <palette> [radius] [interpolation] [bleed] [-advw] [-n <noise>] [-z <scale>]

The gradientstroke brush allows for gradient application along a path (stroke) defined by selecting points.

Left Click to add points
Sneak + Left Click to remove the last point
Right Click to confirm & place the gradient stroke
Sneak + Right Click to clear all points
Swap Hands (Default F key) to toggle between GLOBAL and PER_ITEM active gradients

  • Palette: Specifies the block pattern for the gradient.
  • Radius (Default: 8): Sets the radius of the brush.
  • Interpolation (Default: LINEAR): Determines the type of interpolation used in the gradient transition.
  • Bleed (Default: 0.5): Adjusts the strength of interpolation, with a normal range from 0 to 1.
  • -a: When activated, allows the gradient to replace air blocks.
  • -d: Activates the 'distance to center' mode which applies the gradient based on distance to the middle of the stroke line instead of distance along the stroke.
  • -v: Deactivates WorldEditCUI integration.
  • -w: Clears the brush's path after every placed stroke.
  • -n <noise> (Default: White()): Adds an underlying noise field to the gradient effect.
  • -z <scale> (Default: 1): Modifies the scale of the noise.

Gradient Parameters

There are a few parameters to creating a gradient worth explaining.

Bleed

First off, the bleed parameter.

The bleed parameter determines how much the colors bleed into each other.

Noise

The pattern of how this bleeding takes place can be determined by noise. The GIF above was using White noise (-n White), while the following GIFs use Perlin noise (-n Perlin(Freq:0.25))

You can also put in any noise. Here are a few more examples:

-n Perlin(Freq:0.25)

-n Cellular(Freq:0.15)

-n @@ridged(Freq:0.15)

-n Shard(Freq:0.15)

Interpolation Mode

In the following, we compare the five different interpolation modes of applying the noise to the gradient. The GIFs go through increasing and decreasing bleed values between 0 and 1.

The blue square's top and bottom show where the gradient starts and ends

NONE

No interpolation is applied.

LINEAR

The noise is applied with a constant factor throughout the entire gradient. Because of that, the gradient is "clipping" outside our two selected positions.

TAPERED

Applies the noise strongest in the middle of the gradient and tapers off towards the start and end to avoid "clipping" outside of the given positions.

BEZIER

Uses Bezier interpolation to apply the noise more softly and smoothly. Breaks for a bleed value of >1.

SIN