Enable
Texture |
Turns
the
texture that has already been
loaded
on or
off. This option appears only if a texture of the
selected type has already been loaded.
|
Blend
Texture |
(Color and Specular textures only.) Combines the loaded image
with the color of the appearance itself in an additive fashion that
allows you to tint textures. |
Brightness |
Changes the reflectivity of the
loaded texture map. |
Tile
(U,V) |
Tiling
is the process of duplicating a texture across the surface of an
object.
For
a texture to tile properly, create it so that the edge of it
aligns perfectly with that of its neighbor. Otherwise, the
result is a series of seams.
High
frequency textures are those in which patterns repeat at short
intervals over an object's
surface.
Low-frequency
textures are those in which the intervals are
larger.
The default of (1, 1) for Color textures causes exactly
one copy of the texture to be mapped, from edge to edge, across
each target part.
Values greater than
1
cause tiles of the texture to repeat across each part. For
example, a value of (2, 2) causes the texture to repeat twice
along each axis, forming a 2x2 grid of tiles across the surface
of each host part.
|
Shift (U,
V) |
Offsets the center of the texture
in horizontal (U) and vertical (V) directions, relative to the
normalized texture coordinates on the host part. The default of (0,0) centers the texture on the
part.
|
Repeat (U,
V) |
Switches the texture wrap mode
between repeat and clamp. (The last pixel stretches
infinitely.) |
Rotation |
Rotates the texture in texture
space on the target surface. |
Bump
Strength |
(Bump textures only.) Determines
the height of the bumps. Negative values give the impression of
engraving.
A
bump map can be a normalized image (normal map) or a black-and
white image used by a 3D software package to simulate 3D detail
on a model surface. When projected over the model surface,
portions of the surface beneath white areas of the image are
raised; those beneath black areas are
depressed.
Bump
mapping is a rendering effect and does not affect the underlying
geometry of the model.
|
Invert |
(Bump textures only.) When inverted, hills in the
bump texture become valleys, and valleys become hills. |
Type |
(Bump textures only.) When you first add a bump or
normal texture, the software guesses which type it is. Change
between types, and select whichever produces the best results.
Bump
|
|
Normal
|
|
Displacement
|
Converts the highlights and shadows in
the grayscale bump texture to 3D displacement. This adds
realism by adding physical depth to the bump
texture. When converting from
2D to 3D, the software retessellates the underlying
geometry to add two triangles to every pixel on the
texture mapped to that geometry. For high detail
textures, you need a lot of RAM or VRAM.
|
|
Depth |
(Bump textures
only.)
Controls how high the bumps display on the surface. Increase the
depth to make the surface bumpier. Decrease the depth to make the
surface smoother. |
Export |
Saves the texture. |
Delete |
Removes the texture of the
selected type. For example, if Specular is selected, the specular texture is
removed. |
Reload |
Reloads the source file of a
texture (Alpha, Bump, Color, Specular). |