the color band and how to use it

I can’t seem to figure out how to use the color band (in conjunction with the precedreal textures)
if any help or direction is avalable do share.

how much of the colorbands have you been able to figure out? What are you trying to do? What part is not working the way you would expect?

Simple example. F6 add balck and white image. Click ‘Calc Alpha’. Colourband a bright [red?] gradient from solid left to Alpha zero right. F5 under material settings, ‘Map to’ and click ‘Alpha’ = what was balck is now red or whatever gradient you chose. Hope that helps…

From the documentation wiki
http://mediawiki.blender.org/index.php/Manual/PartIII/Ramp_Shaders

From the blender3d videotutorial link… check out the Rampshader one.
http://www.blender3d.org/cms/Model_Material_Light.397.0.html

These should give the basics on how to use it. Then using it with textures is the same basic process, except on how the color is used in the “mapto” tab.

Example is in " Slope Dependent Textures" of this part of the documentation
http://mediawiki.blender.org/index.php/Manual/PartIV/Map_Input

something that may help me is a bref summery of the pourpous and use of the color band
I can figure most things out if I know what they are for

Are you using the general color band for the material or for a texture? More interesting is the spec ramp.
The color band is a way to get fine control of your color gradients, to mimic subsurface scattering, or to animate your color gradients (I think). Also, if you can control a lot of shading with the alpha values in your color band, and how to map those to your texture/material.
Bottom line - you determine what they do and how they work best for you and your art.

Lets say I wanted to make dents in an object. I could add a texture and set it to Musgrave. You can see there is a very high contrast in the default Musgrave texture. White “raises” the surface and black “depresses” the surface in a normal map. But in this case, I don’t want the surfaced raised anymore.

I can add a colorband with two colors. The leftmost will be alpha 1 and black (0, 0, 0). The rightmost will be alpha 1 as well, but set to 50% gray (.5, .5, .5). This way, the texture will only make dents in my material, it won’t make any bumps.

That is just one simple example, which I have used in the past.

One of the smoke textures on the Blender texture site uses the colorband as well. Its the blue green rising smoke.

-Laurifer

Hey,

I’m trying to deal with slope dependent textures according to what is here
http://wiki.blender.org/index.php/Tutorials/Textures/Map_Input_Techniques
explained.

While with this solution there is in fact a slope dependent texture, it is only in what seems the Y axis of current view/render. Also according with this definition of Normal Mapping (from mediawiki Documentation):

Nor - Normal
Uses the direction of the surface’s normal vector as coordinates. This is very useful when creating certain special effects that depend on viewing angle.
this is not a very good approach to achieve this material behavior, because this way textures are slope dependent but also viewing-angle dependent.
I have tried other configuration, but re-order axis buttons are so-obscurous. I think there must be a way to map the actual normals of the mesh surface, instead of the normals of the view against surface. I’m explaining?

It will be great if someone has other approaches to.
Thank you,
Raimon

EDIT: for another approach, you can view http://blenderartists.org/forum/showthread.php?t=106425&highlight=slope+texture