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Context – Allows the attachment of a Context node (UVW generator) to adjust the UVWs of the texture. For more information, visit the Context Nodes page.

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Animation

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Type Determines whether the files are treated as an image Sequence or an Explicit animation. The Sequence Type reads the files as a whole animation , while the and offers more intuitive settings. It is ideal for general purposes. The Explicit type allows you to select a single frame from the texture animation and use it as a static shader. Parameters are different for each type. manually animate and offset the animation frames and offers more advanced settings.


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Sequence

Mode – Determines how the animation is played.

Simple – Plays the animation once from start to finish.
Loop – Plays the animation from start to finish infinitely.
Ping-Pong – Plays the animation from start to finish, then from finish to start, and continues like this infinitely.

Timing – Determines the playback speed of the animation.

Exact Frame – Plays one frame of the animation per frame of the render. With this mode, no frames are dropped. If the project and the texture animation have a different Frames Per Second (FPS) setup, the project speed overrides the animation speed. 
Exact Second – Matches each second of the animation to each second of the project. This mode ensures that the animation's original speed is kept.
Range – Determines a custom frame range for the animation to play. Use this mode when you don't want the texture animation to play from the first frame.

Range Start and Range End determine the first and last frame of the animation when the Timing is set to Range.

Loops – Determines the number of times the texture animation repeats from the start.


Start Frame – Allows you to manually determine the first frame of the texture animation.

End Frame – Allows you to manually determine the last frame of the texture animation.

Frame Rate – Allows you to manually determine the rate of frames per second of the texture animation.

Calculate – Automatically determines the texture animation's Start Frame, End Frame,and Frame Rate. When rendering sequential images, this information is determined from the images with the lowest and highest number. A frame rate of 25fps is assumed. Other rates have to be entered manually.

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Explicit

Frame Sequence – Enables reading the image sequence.

Use Current Animation Frame – Syncs the timeline frames to the image sequence numbers. This is similar to how the Sequence Type behaves.

Frame NumberSelects a single frame from the image sequence to be displayed as a static shader. The frame number is equivalent to the number in the file nameon the current frame. This option allows for manually animating the sequence. We recommend setting the keyframe interpolation in the Timeline to Linear for a predictable frame rate of animation.

Frame Offset – Adds this value to the Frame Number, offsetting the static image to a new frame from the image sequence. Negative numbers can be used here.

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