Appearances - Texture Tab

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 Copies texture values to other types of loaded textures. It is enabled by default.
Texture Image Lists the selected 2D texture image. It can be color or grayscale, and in the following formats, but not limited to, .jpeg, .gif, .png, .tiff, .bmp, or .tga. If the texture has transparency, use a .png, or .tiff format that supports an alpha channel.

Click to browse for another image.

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, click 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.) When inverted, hills in the bump texture become valleys, and valleys become hills.
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 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  
Update Texture Image