Appearances - Texture Subtab

You can add textures to the selected appearance.

After you load a texture for an appearance, you can tune its parameters. When you apply an appearance with one or more textures to an object, the textures are mapped onto the selected parts.

Sync Textures After you fill in the values for one type of texture mapping, select this option to copy those values to the other types of mapping (assuming the other types have loaded textures).
Color

Specular

Alpha

Bump

Lets you load a texture of the selected type. Double-click one of the texture squares to open the SOLIDWORKS Visualize\Textures directory, from which you can load a texture.
This option appears only if you have not already loaded a texture of this type.
Texture Image Lists the selected texture image. Click to browse for another image.

The following parameters appear after you load a Color, Specular, Alpha, or Bump texture to the selected appearance.

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).