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Inside Separate – When enabled, the Near Color is overridden by the Inside Color value for points that are inside the specified geometry.

Inside Color – The color returned by the texture for points that are right inside the object(s) specified in the list.

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For points that are inside the objects but not exactly next to them the color is determined by blending between the Inside Color and the Far Color while the Distance value serves as a falloff radius.

Inside Solid – When enabled, all points inside the specified geometry are given the Inside Color and no blending is performed.

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Example: Inside Separate

The stones are made invisible by adding Raytrace Properties Attribute and turning off all the visibility options.
When Noise map is used as a texture for either Inside or Outside colors, the preview swatch does not display the end result distance texture
(no noise is visible in the swatch), so in those particular cases only the Noise texture is showed on the render.

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Color: R0G0B0

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Color: R04G04B04

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Color: R08G08B08

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Color: R0G0B0, Inside Solid: On

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Color: R1G1B1, Inside Solid: On

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Color: Noise Texture, Inside Solid: On

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Displacement: Off

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Distance: Geometry

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Distance Displacement, White Ceramic: On

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Fur: Off

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Distance: Off 

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Distance: Density 

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Distance Inside Separate: Density

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Distance Inside Separate: Density Length

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Example: Scatter

The example shows how to change a scenery using a scatter geometry.
A Raytrace Attribute is added to the concrete slabs material and the Camera.
The Reflections and Shadows visibility are turned off to make the concrete slabs hidden.
The Density parameter of the Scatter is controlled by a Distance texture. The Outside Separate and Outside Solid options are turned On and a Noise map is used in the Outside Color texture slot to leave some small clusters of stones scattered around the main patches of stones forming the garden path.

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Scatter: Off

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Scatter: On

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Scatter: On - InvTiles

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Scatter: On - InvTiles, Outside Separate: Noise Texture

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