SI_Texture2D

Defines a 2D texture.

| This template corresponds to the CSLTexture2D class.

Limitations

For regular Material, Softimage only imports and exports the first four parameters of this template for native Softimage textures: the image’s name, mapping type, width, and height.

For SoftMaterial, Softimage imports and exports all information.

Introduced

1.3

Members

Member name | Type | Description
imageName | STRING | Name of the image file.
mappingType | int | Type of mapping used to associate texture image to the geometry. 0 = XY projection 1 = XZ projection 2 = YZ projection 3 = UV map (unwrapped) 4 = UV map (wrapped) 5 = Cylindrical projection 6 = Spherical projection 7 = Reflection map
width | int | Number of horizontal pixels in image.
height | int | Number of vertical pixels in image.
cropUMin | int | Start of the cropping region in U.
cropUMax | int | End of the cropping region in U.
cropVMin | int | Start of the cropping region in V.
cropVMax | int | End of the cropping region in V.
UVSwap | Boolean | Indicates if the U and V orientations are swapped. When FALSE, U goes from 0.0 (left) to 1.0 (right) and V goes from 0.0 (bottom) to 1.0 (top). When TRUE, U goes from 0.0 (top) to 1.0 (bottom) and V goes from 0.0 (right) to 1.0 (left).
URepeat | int | Number of horizontal repetitions of the image.
VRepeat | int | Number of vertical repetitions of the image.
UAlternate VAlternate | Boolean Boolean | Specifies whether to mirror the texture horizontally (U) and vertically (V). Corresponds to the Tiling options in SI|3D. 0;0; 1;0; 0;1; 1;1;
UScale | float | Scaling of image in U.
VScale | float | Scaling of image in V.
UOffset | float | Offset of image in U.
VOffset | float | Offset of image in V.
projectionMatrix | Matrix4x4 | Texture projection matrix. To compute the UV texture coordinates, you need to transform the geometry using the inverse of the texture projection matrix. This generates vertex positions in the the projection coordinate system. Then you compute the actual projection of the geometry into the UV domain defined by the projection method.
blendingType | int | Type of blending between texture and material attributes: 1 = Alpha Mask 2 = Intensity Mask 3 = No Mask 4 = RGB Modulation
blending | float | Normalized contribution of texture attributes (ambient, diffuse, specular, transparency, reflectivity). Note: When blendingType is No Mask, this value corresponds to the Overall Blending parameter in the 2D Texture dialog box. Otherwise, this value is multiplied with either the alpha channel or the RGB intensity of the image pixels.
ambient | float | Normalized contribution of texture pixel colors to the material ambient color. The weight used to normalize the contribution is a scalar and is multiplied by the average intensity of the global ambience. Note: When this value is 0.0, SI|3D uses the material ambient value. Otherwise, the texture ambient value is multiplied with the atmosphere ambience, and then blended with the material ambient color according to the blending value.
diffuse | float | Normalized contribution of texture pixel colors to the material diffuse color. Note: If this value is 0.0, then SI|3D uses the material diffuse value. Otherwise, it blends the texture diffuse value with the material diffuse color according to the blending value.
specular | float | Normalized contribution of texture pixel colors to the material specular color. Note: If this value is 0.0, then SI|3D uses the material specular value. Otherwise, it blends the texture specular value with the material specular color according to the blending value.
transparency | float | Normalized contribution of texture pixel colors to the material transparency level. Note: If this value is 0.0, then SI|3D uses the material transparency value. Otherwise, it blends the texture transparency value with the material transparency color according to the blending value.
reflectivity | float | Normalized contribution of texture pixel colors to the material reflectivity level. Note: If this value is 0.0, then SI|3D uses the material reflectivity value. Otherwise, it blends the texture reflectivity value with the material reflectivity color according to the blending value.
roughness | float | Bump mapping intensity and/or displacement of geometry along surface normals. For bump mapping, mappingType determines the axis frame or bump basis vectors, which displaces the normals (according to the differences in values between neighboring pixels along the U and V axes).

Nested Templates

SI_ElementUserData _<userDataTag> | Texture user data. Note: This is only available in SI|3D.

Example

See also the example for SI_Material.

    SI_Material {
       0.700000;0.700000;0.700000;1.000000;;
       50.000000;
       1.000000;1.000000;1.000000;;
       0.000000;0.000000;0.000000;;
       2;
       0.500000;0.500000;0.500000;;

       SI_Texture2D {
           "CITY-london.pic"; // imageName
           0;        // mappingType
           512;432;  // width, height
           0;511;0;431; // cropUMin, cropUMax, cropVMin, cropVMax
           0;            // UVSwap
           1;1;      // URepeat, VRepeat
           0;0;      // UAlternate, VAlternate
           1.000000;1.000000; // UScale, VScale
           0.000000;0.000000; // UOffset, VOffset

           1.000000,0.000000,0.000000,0.000000, // projectionMatrix
           0.000000,1.000000,0.000000,0.000000,
           0.000000,0.000000,1.000000,0.000000,
           0.000000,0.000000,0.000000,1.000000;;

           3;            // blendingType
           1.000000; // blending
           0.750000; // ambient
           1.000000; // diffuse
           0.000000; // specular
           0.000000; // transparency
           0.000000; // reflectivity
           0.000000; // roughness
       }
    }

Autodesk Softimage v7.5