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.
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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 |
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