Once a texture is applied to an object, group, or hierarchy, you have a variety of choices on how the texture is positioned or how many times.
Repeating and Tiling a Texture
Most textures can be repeated to create a wallpaper-like pattern by tiling the texture repeatedly. When a picture is repeated, its edges should be absolutely symmetrical; if not, you’ll see seams.
A texture’s Tiling and Repeat parameters are available from its property editor, on the Advanced tab.

If you have a Texture display mode active in a 3D view, you can see the results immediately. You can also view the results in the render region.
If you are working with a 3D texture, you can also define its tiling in the Z axis.
Texture repeats are special because a texture’s repetition lines can be defined and displayed as well as interactively edited in any 3D view.
You can define the number of repetitions in X, Y, and Z. The Repeat parameter contains the repetition factor within X, Y, and Z. For example, a value of 6 shrinks the texture so it fits onto the object six times.
A texture’s Bump Mapping parameters are available from its property editor, on the Texture tab. The Steps parameter is used to control the smoothness or jaggedness of a bump map. The slider lets you define the U, V, and Z steps of the bump texture.
For information on how to control a bump map, see Creating Bump Maps.
You can quickly access any texture applied to an object directly from the Render toolbar.
To edit a texture
1. Select an object, group, or hierarchy that uses the texture you wish to edit.
2. Choose Modify > Texture > name of texture to select the texture shader and its property editor.
The submenu lists every shader (texture and non-texture) applied to the object, group, or hierarchy. At the bottom of the submenu, every image clip used is also listed.
It is likely that you will, at one point or another, copy an object’s texture to another object. This can be done by saving a texture as a preset and then loading it onto another object or objects.
The best way to save texture- and surface-shader information is to save all the shaders from either the material node or from the surface shader property editor.
1. Open the surface shader property editor of the object whose texture you wish to save.
2. Click the Folder icon in the upper-right corner of the property editor and choose Save Preset.
3. In the browser that appears, select a path to which you want to save the preset, give the preset a name, and click OK.
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It is important to save the texture preset from the surface shader’s property editor because doing this saves everything attached to the surface shader itself. Otherwise, shaders that are connected to a surface shader’s transparency or reflection inputs may not be loaded correctly. |
To load a texture preset
1. Open the surface shader property editor of the object whose texture you wish to load from another location.
2. Click the Folder icon in the upper-right corner of the property editor and choose Load Preset.
3. Navigate to the location you saved a preset, select the file, and click OK. The texture preset is applied to the object as it was saved from the original.
To remove a texture
• Select a texture shader and press Delete.
Deleting a texture does not remove the texture projection from the object. To delete the texture projection, select it and press Delete.
For more information about texture projections and supports, see Projections and Supports.
Autodesk Softimage v.7.5