Shader Type: Texture Generator (Tool)
Output: Color (RGB) value
Returns a filtered color of an image at a given UV coordinate. The filtering process is based on midmapping elliptical filtering.
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Name |
The shader’s name. Enter any name you like, or leave the default. |
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Image |
Defines an image clip to use. Click Edit to open a property page for the image clip currently being 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 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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Coordinate |
Define the U, V, and Z texture coordinates. |
Elliptical Filter
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Texture Support |
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 to use. 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. |
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Maximum Eccentricity |
Defines the ellipse’s maximum-allowed eccentricity. |
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Maximum Pixel |
Defines the maximum number of texture pixels for the minor radius of the ellipse. |
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Disc Radius |
Calculates the screen-to-texture transformation. |
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Bilinear Interpolation |
Defines whether magnification areas will be interpolated bilinearly. Makes these areas look blurrier. |
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 Mix8Colors 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.
Connect a Texture Space Controller shader to drive the Coordinate value of this shader.
Autodesk Softimage v.7.5