Texture Operations

TTM has a large palette of operations which can be done to the texture.

PLASMA | The plasma can be used as base for a texture. It is generated using the current drawing color. If you want a texture which consists only of a plasma it is recommended that you enabled the native seamless trigger in the graphics control window. There's a + button right to the plasma button. Press it to mix the plasma with the current raw texture. The plasma depth defines the turbulence in the plasma.
MIX UP | This functions grabs parts of the texture and sets it to another place. Use it if you generate textures for a spaceship.
SHADOW | There are bright and dark pixels on a texture. This functions interprets them as height at the pixel's position. Dependent on this height the function generates shadows of a light which is located on the left side.
QUANTISIZE | The operation nears the colors of the texture to one of eight color planes. The texture gets a smaller amount of colors in a pixel's environment. This is good for the shadow function.
WAVE | There are many wave operations implemented in TTM. Use them to make your texture look more interesting and get curves into it. Use the wave amplitude control to change the height of the waves. Activate the quad wave trigger to get 2 full sinus-curves on one operation. The quad shake is a combined function of four wave operations.
TURN | Turn isn't the right word for this operation. While twisting the texture's pixels dependent on their distance to the middle of the texture this function can create interesting effects.
SHIFT | The shift function moves the texture to left and up by a quarter of its own size. You can shift a single color channel or all three in a single sequence.