Enable
Texture |
If you clear Enable
Texture, the appearance uses the corresponding uniform
value instead of the texture. The texture bank, located in the top
section of the Texture tab, indicates if the texture is disabled. To
enable the texture again,
select
it. |
Tint |
Tinting is the process of dyeing the source texture
with a color. It affects only RGB texture parameters, such as
Albedo
and
Flake
Color, but also grayscale images. |
Invert |
(Bump textures
only.)
Transforms
the bumps into valleys and vice versa, reversing their usual
appearance. |
Brightness |
Makes the texture lighter or
darker. |
Contrast |
Decreases or increases the contrast of the texture.
This option is not available for
Normal
maps. |
Hue |
Defines the actual color. It represents the angular
position on the color wheel as a number between 0 and 359º. Pure red is
at the top of the wheel, represented by an angular value of 0º; cyan is
at the opposite end at 180º. |
Saturation |
Describes the intensity of the color or hue, from a
gray tone (no saturation) to pure, vivid color (high saturation). A
saturation value of 0 indicates mostly gray while 100% luminosity is
white. |
Lightness |
Represents the lightness of the color as a percentage
between 0 and 100%. A lightness of 0% is black, a lightness of 50% is
the color itself, and a lightness of 100% is white. |
Tile
(U,V) |
Tiling controls the texture repetition across the
surface.
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
the
texture space on the target surface. |
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. |
Link |
Links the Tile and
Shift values together. |
Export |
Saves the texture. |
Delete |
Removes the texture of the selected
type. |
Reload |
Reloads the source file of a
texture. |
Auto-Update |
Any
changes made to an existing texture image are image automatically
reflected on the surfaces using that texture. |
Update Texture Image |
Applies
your modifications to the surfaces that use that texture image.
|