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. |