Image Clip OGL Display Settings
As explained in About Materials [Material and Shader Basics], the material node acts as a placeholder for shaders that affect an object’s look. You can define the OpenGL settings that the material node will use to display textures in the Textured and Textured Decal display modes of a 3D view. Some of these settings are defined in the material node’s property editor, while others are defined in the Image Clip property editor.
![]()
|
The following OGL options are specific to the Textured and Textured Decal display modes in a 3D view and not the display options in a render region. |
The OpenGL options are set per material (which affects any object that has that material assigned to it) and per texture, not for the entire scene. Every geometric object’s material and texture has the same default OGL settings, but you can alter any of their settings to suit your needs.
Material Node Property Editor OGL Display Settings
OpenGL display options that you set from the Material Node Property Editor [Properties Reference] allow you to control the texture that’s displayed in OGL Textured and Textured Decal display modes as well as how that texture is displayed such as which textured mode will be used, the texture wrapping settings, and whether or not to display transparency on alpha-masked textured objects.
To open the material node property editor
• Do one of the following:
- Open a render tree view and double-click on the orange material node.
- Select a geometric object or model and choose Modify > Shader to open its surface shader property editor. Click the Up button to open its material node property editor.
Defining the Texture to Display
Because you can only display one texture at a time in the Textured and Textured Decal display, you can use the material node’s OpenGL Display > Texture Selection options to specify the texture to be displayed.
Choose the Mode that best suits your display needs. The options are:
• No OGL Texture—No texture is displayed in Textured or Textured Decal display modes.
• Track Render Tree—The output of the render tree is displayed in Textured or Textured Decal display modes.
• Track Shader—Displays the image from a specified Image shader in Textured or Textured Decal display modes. Select the shader to track in the Shader menu.
• Use Specific Image/UV Pair— Displays a specified image clip using a specified UV property in Textured or Textured Decal display modes. Select the image from the Image Clip menu and the UV property from the UV Property menu.
To define how a texture is displayed in a 3D view, you can use the material node’s OpenGL Display > Texture Display > Mode to control whether you want the texture to be affected by the scene’s light (Shaded) or appear as a “decal” in a constant (Constant) lighting mode. Choose between the Shaded (Modulate) and Constant (Decal) Textured display modes.
The material node’s OpenGL Display > Texture Display > Wrap U and Wrap V options lets you define how you want a texture to be applied in the Textured and Textured Decal display of a 3D view.
• Clamp rigidly applies a single instance of the texture to the object’s surface according to the defined texture projection.
• Repeat repeats the texture across the object’s surface using the defined texture projection.
![]()
|
If you do not see your repeated texture in the Textured and Textured Decal display, you can scale down the texture projection. In the Textured and Textured Decal display, the texture is only repeated within the texture support object. Scale it down and set the texture wrapping options to Repeat to see the repetitions outside the texture support. |
Displaying Multiple Alpha-Masked Textured Objects
If your scene uses alpha-masked intersecting planes to represent grass, hair, trees, and other such sprites, you can get an accurate OGL Textured and Textured Decal display of these objects by selecting the material node’s OpenGL Display > Texture Display > Use Alpha Mask checkbox.
The generic OpenGL technique used in the Textured and Textured Decal display modes first tests each pixel’s depth to determine if it is the foremost pixel (the one closest to the camera). When Use Alpha Mask is enabled an additional test is performed for each pixel and if the pixel’s alpha value is 100% transparent, the pixel will not be drawn.
The result is that objects are displayed as being fully transparent where the texture image is fully transparent.
Image Clip Node Property Editor OGL Display Settings
OpenGL texture options that you set from the Image Clip Property Editor [Properties Reference] include the displayed texture’s maximum width and height in OGL Textured and Textured Decal display modes and Mipmapping settings.
To open the image clip node’s property editor
• Do one of the following:
- Open a render tree view and double-click on the orange image clip node whose options you want to change. The OpenGL Texture Settings are on the Texturing tab.
- Select a geometric object or model, choose Modify > Texture, and select the image clip from the submenu. The OpenGL Texture Settings are on the Texturing tab.
You can define the maximum texture map resolution to use in OGL Textured and Textured Decal display modes.
Set the image clip node’s Texturing > OpenGL Texture Settings > Maximum Width or Height parameter. The parameter converts the input to a 2x-factor resolution; for example: 2 × 2, 4 × 4, 8 × 8, 16 × 16, 32 × 32.
Instead of using the memory-hungry antialiasing option, you can use multi-resolution mapping to avoid resampling a texture when it is far from the camera. This option is an excellent way to optimize the OGL Textured and Textured Decal display modes and increase performance by specifying the OGL sampling method.
Pyramid mapping performs a type of “MipMapping,” or pre-blur, on a texture, according to the texture’s distance from the camera. In turn, this prevents the need to increase the antialiasing settings and removes flickering that is often associated with detailed textures being far from the camera.
![]()
|
Pyramid mapping can be used on both 2D and 3D textures. |
To activate mipmapping, select Generate MipMaps in the Mipmapping options. You can specify how a texture is pre-blurred when it is far from or near the camera using the Texture Minification Filter (when a texture is far from the camera) and Texture Magnification Filter (when a texture is near the camera) parameters.
Autodesk Softimage v.7.5