Texture Projection Definition Property Editor

Scales, rotates, and translates a texture’s projection. You can also define the projection’s name and its wrapping method.

To Display: Press the (Texture Space) Edit button from within a texture shader’s property editor.

Name

Names the texture projection.

UVW Transformation

Any SRT made to the texture projection using the j key will be interactively reflected in this property page.

Scaling U, V, W

Scales the texture projection.

Rotation U, V, W

Rotates the texture projection.

Translation U, V, W

Translates the texture projection.

Reset UVW Transformation

Resets the UVW transformation values to their defaults. Useful when you want to undo several transformations.

Freeze

Freezes the texture projection’s UVW transformations into its UV coordinates (editable in the Texture Editor). UVW transformation values are reset to their defaults (scaling = 1,1,1; rotation = 0,0,0; translation = 0,0,0).

This operation creates the ClsSetValuesOp operator in the texture operator stack.

Wrapping

U, V, W

When checked, the texture will wrap in the desired direction beyond the projection.

Implicit Texturing

UV Generation

Explicit: When set to Explicit, no options are available.

Implicit: When set to Implicit, the following options are available:

Coordinate

Defines the projection’s coordinates. Usually, you will define a texture coordinate at the Intersection Point; i.e., where the ray hits the surface. However, mental ray allows you to use other data as well. You can use the current surface orientation (surface normal). This uses the surface’s direction to compute the projection.

Triangle Intersection

When set to Intersection Point, Softimage will use the Coordinate parameter (as described above) where the ray hits the triangle. If you set the Triangle Intersection to vertex 1, 2, or 3, it will return the coordinate at the vertex of the triangle. Set to vertex 1, on a normally textured object, will lead to the same UV coordinate being used over the entire triangle.

Space Transformation

Object: The texture is mapped according to the object’s center (0,0 coordinate), and the texture will move with the object.

World Space: The texture is mapped to the scene’s 0,0 coordinates. The texture remain stable, even if objects move, as though the object is “swimming” in a texture. As long as the object does not move, the texture will remain constant.

Camera: The texture is mapped relative to the camera’s center. In this coordinate system, the camera is the center of the “world,” with an up vector, looking toward the negative Z axis. The result resembles an image projected from a camera. The texture will move with the camera and will be affected by any scaling, rotation and translation.

Screen: The texture is centered onto the camera, projected like World Space, but the Z value is set to 0.

Projection Method

Defines the projection method the texture projection will use.

Projection Plane

Defines the reference plane the texture projection will use.



Autodesk Softimage v.7.5