OGLT2D

Shader Type: RealTime

Output: RealTime

Location: This shader is still supported as a legacy shader, but has been removed from menus in Softimage. Scenes containing this shader will display correctly. Load this shader into the render tree from Nodes > RealTime > OpenGL > More.

The Single Texture shader defines the image source, projection method and other attributes of a single texture image.

 

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 Softimage, see the graphics cards certification page at www.softimage.com.

Name

The shader’s name. Enter any name you like, or leave the default.

Enable Texture 1

Activates the 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.

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. 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.

Modulation

Determines how the diffuse lighting attribute affects the texture.

Reflection Map

When enabled, the texture becomes a reflection map for the object to which it’s applied.

U/V Wrap

Repeats the texture infinitely in U and/or V.

Magnification Filter

Determines the type of optimization used to smooth textures that are close to the camera.

Minification Filter

Determines the type of optimization used to smooth textures that are far from the camera.

Render Tree Usage

This shader lets you add textures to your realtime shader tree. It can output to any other realtime shader. It receives an input from an image clip node, and can receive an input from any other realtime shader.



Autodesk Softimage v.7.5