| Texture | Advanced | Render Tree Usage
Shader Type: Texture Generator (Tool)
Output: Color (RGB) value
Takes an input image and maps it over the surface of an object using a defined (implicit) projection method. The parameters can also be disabled to produce an explicit texturing space.
This shader can be used as a texture, shadow, or light shader.
Once you apply the texture onto the geometry, select the texture shader node and use the manipulator (B key) to position or scale the texture on the surface. This shader is normally output to the diffuse input of a surface shader, but it can also be connected to another input (volume, shadow, etc.), for example to drive the transparency.
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Name |
The shader’s name. Enter any name you like, or leave the default. |
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Texture Image |
Defines an image clip to use. Click Edit to open a property page for the image clip being presently used. To retrieve a new clip, click New and indicate whether you wish to create a new clip or create one from a source. |
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Image View Window |
Displays the selected image. You can right-click on the image to access the Image Clip Property Editor. If the image is a sequence, use the playback controls to play the sequence image. |
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Texture Space |
Defines the texture space the texture will be applied to. The projection can be defined per object or to all objects in the selection. Object Selection: When multiple objects are selected, defines whether changes are applied to all objects or a specific one. This control updates automatically as you select objects in the scene, as long as the property editor is not locked. Property Selection: Lets you choose a Texture Support. If no texture support has been defined, you can create one by clicking New. If a texture projection is already defined, you can edit it by clicking Edit. Edit: Opens the Texture Support property page for the defined texture projection. New: Defines the new texture projection to be created. You can choose from the following: • UV: Projects the texture along the U and V. • Planar XY: Projects the texture on X and Y coordinates only. • Planar XZ: Projects the texture on X and Z coordinates only. • Planar YZ: Projects the texture on Y and Z coordinates only. • Cylindrical: Projects the texture as though it is a cylinder wrapped around an object. • Spherical: Surrounds the object with a spherical mapping across the whole surface with some distortion. • Spatial: The texture is centered on the scene’s origin. • Cubic: Applies the texture onto the object by first assigning the object’s polygons to faces of a cube, and then projecting the texture onto each face by default. The layout of a cubic projection can be completely customized using the options in the Texture Support property editor. • Camera Projection: 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. • Unique Uvs (Polymesh): Applies a texture to polygon objects by assigning each polygon’s UV coordinates to its own distinct piece of the texture so that no two polygons’ coordinates overlap each other. • Advanced: Opens the Create Texture Support property page from which you can explicitly define a texture projection. |
Repeats
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Texture Repeats |
Contains the repetition factor in X,Y, and Z. A value of 2, for example, shrinks the texture so that it fits twice in a [0..1] interval. |
Alternate
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U, V, Z |
Specifies whether every other copy of the repetition should be reversed so that the successive copies of the texture are alternated. |
UV Remap
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Minimum and Maximum |
Determines the remapping of the texture image. For a 2D image, only X and Y are used. |
Use this shader whenever you wish to use an image clip in a render tree. Only one image clip can be defined per image shader. To blend several images, you can connect them to a Mix 8 Colors shader.
The image shader can be connected to any color input, whether it be a Surface input, an Image Processing shader, a Mixer shader, or an Environment shader to create an environment map.
On a surface shader, you can use a different image shader to define a separate texture for the Diffuse, Specular, Reflection (to create a reflection map), Transparency (to create a transparency map), etc.
Autodesk Softimage v.7.5