Splat Map in the 3D Materials
Imagine a bored painter.
One day, the painter just dips the paintbrush into the can and shakes it violently around the room.
The end result (besides a mess) is little paint splats all around the room.
This is exactly what the Splat map does-except you are the painter.
The Splat interface is relatively simple.
Again, it is not designed for the artist (or painter in this case) so a little deciphering is necessary.
The Splat map could be used, by example, to create a nice, reptilian look on the alien's arm.
The Splat map's interface.
Notice that the controls, while technically named, are few-and even easy to use! The Size function controls the maximum size of the splats.
Some splats will be smaller, but none will be larger than the Size value.
Iterations controls how much paint is on the brush.
The more iterations you have, the more splats you will see.
However, you will see more tiny splats.
Threshold, like in other maps, specifies which color is more predominant, #1 or #2.
At 0, Color #1 is predominant; while at 1, Color #2 is more predominant.
Color #2 controls the color of the splats.
Color #1 controls the "other" color used to fill in the areas where the splats do not exist.
You can think of Color #1 as the wall color before the painter started waving the brush around.
You can use Splat for all kinds of wacky tricks.
A great thing to try is to use the same Splat map in both the Diffuse and Bump map channels.
This produces raised splats-a nice effect if you are trying for nice, thick splats!
One day, the painter just dips the paintbrush into the can and shakes it violently around the room.
The end result (besides a mess) is little paint splats all around the room.
This is exactly what the Splat map does-except you are the painter.
The Splat interface is relatively simple.
Again, it is not designed for the artist (or painter in this case) so a little deciphering is necessary.
The Splat map could be used, by example, to create a nice, reptilian look on the alien's arm.
The Splat map's interface.
Notice that the controls, while technically named, are few-and even easy to use! The Size function controls the maximum size of the splats.
Some splats will be smaller, but none will be larger than the Size value.
Iterations controls how much paint is on the brush.
The more iterations you have, the more splats you will see.
However, you will see more tiny splats.
Threshold, like in other maps, specifies which color is more predominant, #1 or #2.
At 0, Color #1 is predominant; while at 1, Color #2 is more predominant.
Color #2 controls the color of the splats.
Color #1 controls the "other" color used to fill in the areas where the splats do not exist.
You can think of Color #1 as the wall color before the painter started waving the brush around.
You can use Splat for all kinds of wacky tricks.
A great thing to try is to use the same Splat map in both the Diffuse and Bump map channels.
This produces raised splats-a nice effect if you are trying for nice, thick splats!
Source...