Strata 3D has several shaders, also known as procedural textures.
Shaders do not use image maps, but are controlled through parameters.
We shall learn how the Mock Tile shader works.
Let us begin by creating a new Mock Tile shader.
From the New… menu in the Resource palette, Texture tab, we select Mock Tile to create a new Mock Tile texture.

There are several familiar parameters in this shader. We will concentrate in those parameters particular to this shader.
Tile Width and Tile Height
Tile Width and Tile Height allow us to control the size and proportion of the tiles. Height and width are expressed in percentage. To define a size precisely, these parameters should be used together with the size of the mapping.
In all these examples the mapping is cubic, 1x1x1 in. Inches are being used as if they were meters in this scene.
Grout Width
Grout Width controls the grout width.
Roughness
Roughness controls how smooth the tile surface is.
Checkerboard
Checkerboard allows us to create checkered tilings. We define the other color in the Check color.
Glossy Grout
Glossy Grout enables us to choose whether the grout will receive the same surface parameters the tiles receive or if it will not be glossy at all.
Staggered
Staggered staggers the tiles, like bricks.
Brick Texture
Brick Texture adds a rough bump to the tiles. It is good for making bricks or celings.
Mapping
Depending on the surface, this shader is best applied using planar/decal or cubic mapping.
It is advisable to position the texture in a corner of the object, not in the middle when using checkerboard, to avoid reflected tiles in the middle of the object.
That is how the Mock Tile shader works. It is a very versatile shader. What are you using it for?










