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Visualization > Textures > Texture parameters

Texture parameters


The texture parameters include:


Texture File Parameters

File

Displays the texture file. You can change the texture by entering a new file name and path.

Image width and height

This is the pixel size of the texture (all images are stretched or squashed into formats that are supported by graphics cards; they must be a power of 2, such as 32, 64, 128 pixels and so on). The maximum size is 512 x 512.

Image format

Shows you if the texture image contains transparency(Alpha) information. Options are: RGB or RGBA.

Streamable

Once the World is published, the texture is downloaded using streaming.

Streaming
priority

Determines if the texture will be among the first or the last objects to download.

Texture Settings

Horizontal tiling

Repeats the texture as many times as necessary to cover the projection surface horizontally. To see the effect, change the texture's Position or Scale parameter. See About tiling .

Vertical tiling

Repeats the texture as many times as necessary to cover the projection surface vertically.

Texturing mode

Determines how material color and texture are blended.

  • Multiply blends the texture over the material by multiplying pixel values. A texture mapped over a white material (RGB values 255, 255, 255) remains intact. When mapped over a black material (RGB values 0, 0, 0), it is multiplied by zero and appears black. With PNG textures, the transparency is also multiplied. Fully transparent pixels in the PNG image (RGB=0,0,0) make the underlying material transparent.
  • Replace uses the texture values instead of the material values. It also ignores lighting, like the glow parameter on the material. This can be useful for neon-like effects, or in conjunction with Environment mapping since it faithfully reproduces the texture file.With PNG textures, the transparency in the texture file determines the transparency of the object.
  • Decal applies the texture over the material. With PNG textures, transparent areas in the texture will reveal the underlying material.

Environment mapping

Uses the texture map to simulate an environment. If you have a metallic object for instance, applying a texture as an environment map helps simulate reflection.

Filtering

Softens the texture. This is useful for small texture images that are enlarged.

Position

Offsets the texture over the object. Values range from 0 to 1 in latitude and longitude. The default position is 0, 0, which starts the texture in the upper right corner. 0.5, 0.5 starts the texture in the middle of the object and 0.9, 0.9 starts it in the lower left corner.

Orientation

Rotates the texture, in degrees.

Scale

Changes the size of texture (increase Scale to make texture larger).

See also:

Adding Textures

Supported texture formats

About tiling

Texture projection

Materials

Creating environment maps

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