Shader Type: Texture Space Generator (Tool)
Output: Vector value
Returns a texture vector derived from an orthographic projection or a non-orthographic projection, or it simply returns a numbered texture space. It can also base its calculations on object, camera, world, or screen space.
|
Name |
The shader’s name. Enter any name you like, or leave the default. |
|
Texture Space |
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. |
|
Projection Method |
Defines how the image will be projected on the object(s). Disabled: UV: Projects the texture along the U and V. XY: Projects the texture on X and Y coordinates only. XZ: Projects the texture on X and Z coordinates only. YZ: Projects the texture on Y and Z coordinates only. Spherical: Surrounds the object with a spherical mapping across the whole surface with some distortion. Cylindrical: Projects the texture as though it is a cylinder wrapped around an object. Lollipop: Similar to spherical but the texture is more “pinched” at the poles. |
|
Space Transformation |
Unchanged: As is. 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 will 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 Space: 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 Space: The texture is centered onto the camera, projected like World Space, but the Z value is set to 0. Light: The texture is centered onto a light, projected like World Space. |
|
Triangle Intersection |
At Intersection Point: The shader will use the coordinates where the ray hits the triangle to calculate the texture space. Vertex 1, 2, 3: Will return the coordinates at the selected vertex of the triangle. For example, set to vertex 1, on a normally textured object, will lead to the same UV coordinate being used over the entire triangle. |
Use this shader to control the Coordinates parameter of a Texture Generator shader or Texture Space Controller shader.
Autodesk Softimage v.7.5