Versions Compared

Key

  • This line was added.
  • This line was removed.
  • Formatting was changed.

...

Section
Column
width50%

Mode – Specifies the multiplication mode of the colors. 

Multiply – The color used for blending is black.
Blend Amount – The color used for blending is the one specified in the color slot.

Color Center – Blends between a color and a texture, if specified. 

Color Edge  Blends between a color and a texture, if specified. 

Color Background – Blends between a color and a texture, if specified. 

Column
width5%

 

Column
width45%

 

 

Multiexcerpt
MultiExcerptName3D

Texture Placement

 


 

Section
Column
width50%

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

2D (UV Channel)– The  – The texture uses the object UV coordinates.
3D (Object Space)Places the texture based on the local object coordinates independent of the object UVs.
3D (World Space)Places the texture based on the world coordinates independent of the object UVs.
Environment – This mode is applicable if the map is connected to an Environment slot or a Dome light.
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. 

Double-sided – This option should be enabled only if support for unique front and back face UVS is required. If enabled, channel "n"is used for front-side UVS and channel "n+1" is used for back-side UVS.

3D (Object Space)


Repeat X/Y/Z – Determines how many times the texture is repeated along the X/Y/Z axis.

Lock U/V Repeat – Locks the X/Y/Z repeat.

Offset X/Y/Z – Controls the texture offset in the X/Y/Z direction.

Rotate X/Y/Z – Rotates the texture around the X/Y/Z axis.

3D (World Space)


Repeat X/Y/Z – Determines how many times the texture is repeated along the X/Y/Z axis.

Lock U/V Repeat – Locks the X/Y/Z repeat.

Offset X/Y/Z – Controls the texture offset in the X/Y/Z direction.

Rotate X/Y/Z – Rotates the texture around the X/Y/Z axis.

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. 

Column
width5%

 

Column
width45%

Image RemovedImage Added

2D (UV Channel)

Image RemovedImage Added

3D (Object Space)

Image RemovedImage Added

3D (World Space)

Image RemovedImage Added

Environment

Image Added

Mapping Source