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Multiexcerpt
MultiExcerptNameTexture Placement

Texture Placement


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Type – Controls how the texture is positioned on the geometry.

2D (UV Channel) – The texture uses the object UV coordinates.
Environment – This mode is applicable if the map is connected to an Environment slot or a Dome light.
Texture Remapping – Uses UVW values from a color texture or separate grayscale textures.
Mapping Source – The texture uses an external UV placement source.


2D (UV Channel)


UV Channel/Set – Specifies the index of the mapping channel data to use. A value of 1 takes the first available channel. 

Repeat U/V – Determines how many times the texture is repeated in the 0 to 1 UV square.

Lock U/V Repeat – Locks the U/V Repeat.

Offset U/V – Controls the texture offset in the U and V direction. 

Rotate – Rotates the texture (in degrees). 

Tile U/V – Tiles the texture in the U and V direction. If the option is disabled, the Default texture color is used outside the 0 to 1 UV square. Default color is found in Parameters > Color Manipulation.

Mirror U/V  – Mirrors the texture in the U and V direction separately. The option cuts the texture in the half flipping one side vertically or horizontally. This can be used to avoid seams in-between non-tileable repeated textures. 


Environment


Mapping – Specifies the type and shape of the texture. 

Angular
Cubic
Spherical
Mirror Ball
Screen

Rotate H – Rotates the environment sphere horizontally. 

Flip H – Flips the environment sphere horizontally.  

Rotate V – Rotates the environment sphere vertically.

Flip V – Flips the environment sphere vertically. This option is active only in Spherical Mapping. 

Ground – Enables ground projection of the texture.  

Position X/Y/Z – Offsets the ground projection along the X/Y/Z axis. 

Radius – Specifies a projection radius. Can be used to control the scale of the projection.  

2d Transformation – see 2D (UV channel) parameters.


Texture Remapping


Mode – Determines whether a single or multiple textures should be used for U and V texture coordinates remapping.

UV – The Red input texture channel determines the U sampling coordinate. The Green input texture channel determines the V coordinate.

U – The value of this texture determines the U sampling coordinate.

V – The value of this texture determines the V sampling coordinate.


Mapping Source


UV Placement Source – External UV placement source to be used for the texture placement.

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2D (UV Channel)

Environment

Image Added

Texture Remapping


Mapping PlacementSource

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Notes

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  1. The Bitmap texture's transfer function (gamma curve correction) is automatically adjusted when it is created in any of the following material map slots:

    • Roughness
    • Highlight Glossiness
    • Reflection Glossiness
    • Fresnel IOR
    • Metalness
    • Refraction Glossiness
    • Refraction IOR
    • Opacity
    • Coat Amount
    • Coat Glossiness
    • Coat IOR
    • Coat Bump
    • Coat Bump Amount
    • Sheen Glossiness
    • Bump
    • Bump Amount

    Copy-pasting, replacing or wrapping a texture does not trigger this automatic adjustment. It is reserved solely when creating a Bitmap in any of the specified material slots.