Shader Type: RealTime
Output: RealTime
The DXTextureFile shader allows you to import a texture image stored in the *.dds file format and use it, as would any other texture image, in a realtime-shader render tree.
There are a number of DirectX Realtime shader builders available in the \Addons\DXNetview folder of the factory location. You can use the shader builders to configure networks of basic DirectX shaders, as well as programmable pixel and vertex shaders, before attaching them to objects.
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The extent to which you can use this shader depends the graphics card and/or drivers on your machine. For a list of graphics cards that are certified for use with Autodesk Softimage, see the graphics cards certification page at www.softimage.com. |
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Name |
The shader’s name. Enter any name you like, or leave the default. |
General
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Texture Target |
Defines the texture stage for multi-texturing operations in a single draw pass. |
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Reload Texture |
Reloads the image file specified in the Image text box. |
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Image |
Specifies the name and path of the *.dds file you wish to use. Click the More button (...) to browse for the desired image. |
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Texture Space |
Specifies the texture projection to use for the *.dds image. 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. |
Filters
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Magnification |
Determines the type of optimization used to smooth textures that are close to the camera. |
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Minification |
Determines the type of optimization used to smooth textures that are far from the camera. |
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Mip |
Specifies the type of mip map filtering to use. |
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Mipmap LOD Bias |
When mipmapping is used by the minification filter, the LOD bias shifts the level of detail up or down to reduce blurring and/or artifacts on textures when they appear far from the camera. |
This shader lets you add textures to your realtime shader tree. It can output to any other realtime shader. It can receive an input from any other realtime shader. To further modify the texture, connect it to an DXTexCoord shader.
Autodesk Softimage v.7.5