TEXTURE

2D Global/2D Local

 

Texture->2D Global/2D Local commands in the Matter module allow you to define one or more 2D texture maps to be applied to the selected object or polygon.

 

2D Global

Allows you to apply 2D texture maps to an object globally; that is, to the material surface of the entire object.

 

2D Local

Allows you to apply 2D texture maps to an object locally; that is, to the current material of individual polygons or groups of polygons on a selected object.

 

If you create an object with local textures, applying a global texture to the object hides them. To see the underlying local textures, change the blending ratio of the global texture accordingly. As an analogy, if you painted each tile of a floor with a different colour and put a carpet over it, you would see only the carpet. However, if you applied a layer of varnish on the tiles instead of the carpet, you would see the underlying tiles' colour through the varnish.

For more information on applying materials to polygons, see Polygon (Matter Module) in this guide, and see also Assigning Textures to Polygons of the Defining Materials and Textures User's Guide.

Tip:

To modify an existing texture, you can also open a Schematic window, select the Matter mode, activate Open/Close, then select the displayed texture symbol to display the 2D Texture File dialogue box.

 

Procedure

To apply a texture to an object, choose the Texture->2D Global or 2D Local command.

When you choose either of these commands, a default material is applied to the object if it doesn't already have a material.

The 2D Texture File dialogue box is displayed.

 

Parameters

 

Select - 2D Texture

Click Select beside the 2D Texture text box to open the database browser. You can browse through a library of source 2D texture files, either inside or outside the database.

To load a texture file, double-click its file name: the browser closes and the picture is displayed with its file name listed in the 2D Texture text box. You can change the name of the file in this text box. This is useful for making edits to the parameters and saving it with a new name.

Note:
You cannot load a 2D texture file if its associated picture file has been removed.

Select - Picture Filename

Click Select beside the Picture Filename text box to open the database browser. You can browse through a library of source picture files, either inside or outside the database.

To load a picture file, double-click its file name: the browser closes and the picture is displayed with its file name listed in the Picture Filename text box.

If you make changes you want to keep, you must save the picture file with a 2D texture file. This is because a picture file is simply an image with no parameter information: its accompanying 2D texture file contains all this information.

Note:
When you save a setup of parameters as a texture file, the loaded picture file is also saved as a parameter of the setup. For more information on the Save menu cell, refer to Save->Scene.

Loading Picture Files

Picture files are special in SOFTIMAGE 3D because they can be stored in a database other than the database where your scene is located. When 2D texture files are read from a scene, SOFTIMAGE 3D checks for the necessary picture files in the following places, in this order:

  • The explicit path stored in the texture file.
  • The PICTURES chapter of the database from where the scene is currently being read. The PICTURES chapter of any database lists all pictures used by 2D textures.
  • The PICTURES chapter of all system databases.
  • The explicit path from the scene elements.

Animation

Can be created by substituting picture files through a sequence. There are three options: Static, Sequence, and Script.

For more information on using animated pictures, see the Animating 2D Textures section of the Defining Materials and Textures User's Guide.

Static

Uses the same picture file associated with a texture map through the sequence (no animation is created). This is the default.

Note:
For Static use, the picture file should be listed without its .pic extension in the Picture Filename text box.

Sequence

Uses a sequence of previously rendered picture files as the texture map. SOFTIMAGE 3D synchronizes the picture file frame numbers with the corresponding texture numbers. For sequence animation, the picture files must have the same name and frame number corresponding to each frame of the sequence. You specify the frame number in the Frame text box.

For example, if you use an animated sequence of a bouncing ball, the sequence has one name, and each frame is numbered sequentially.

  1. Enter the name of the sequence and activate the Sequence option.
  2. Map the picture sequence onto the front of the object (scaling and positioning the map to fit).

The frame numbers of the picture are synchronized with the frame numbers of the scene to create an animated image on the object.

Note:
The texture file name you enter in the 2D Texture text box should not contain the frame number extension or the .pic extension.

Script

Uses a list of picture files for the substitution process. The picture files must be created in a script file using a text editor. Each picture file must be entered on a separate line with or without the .pic extension. The script files are located in a directory called
/PICTURES in the path from where SOFTIMAGE 3D is executed.

  • Enter the script file name in the Picture Filename text box with or without the .pic extension.
  • Make sure that name of the script file is simple: no spaces, periods, special characters, etc. that may not let the operating system read the file.
  • You should specify the explicit path name (starting with the root directory) pointing to the pictures.

As the sequence is rendered, SOFTIMAGE 3D calls the picture file name on the line corresponding to the current rendering frame. The main advantage of using Script is that it lets you control each frame so that cycling, reversing, looping, and other effects are possible.

For more information on creating script files, see the Script Files section of the Defining Materials and Textures User's Guide.

Frame

The Frame text box is available when the Sequence or Script options are selected. The current frame number in the Frame text box is the default, but you can enter any frame number and then click the text box to load another texture file in the sequence or script list. The picture associated with the newly loaded texture file is displayed in the display box.

Scale

Sets the size of the texture map on the object's global or local object's surface. The default setting is 1; the texture map covers the entire surface of the object's global or current local material. A lower value reduces the texture map on the material's surface; the object's global or current local material appears where there is no map. A higher value enlarges the texture map on the material's surface so that only a part of the texture map is visible. (Select Preview to render the object in a test window and view the results.)

You can scale the texture map in u and v to stretch or shrink the texture map. A negative value flips the texture map.

The scale can also be set interactively by using the Txt_Display and ScaleX/Y/Z menu cells.

Offset

Controls the position of the texture map on the object's global or current local material surface. Click Preview to render the object in a test window and view the results. The default setting is 0; the texture map is located at the origin of the uv coordinates.

With a Scale value of 1, the texture fits exactly on the global or current local material. A higher offset value moves the texture map in one direction - a lower value moves it in the opposite direction. With a scale value of 1 and an offset value of 0.5 in u, half of the texture map is visible on one half of the object's global or local material, its other half showing the object's global or local current material. Negative values are accepted.

The offset can also be set interactively by using the Txt_Display and TransX/Y/Z menu cells.

Repeats

Allows you to repeat the picture file in the texture map to create a wallpaper-like pattern. The default setting is 1; a repeat value of 2 in U and V creates a pattern of four pictures on the texture map. If you want a smooth transition between the repeated pictures, the picture file must be carefully created to avoid seams. The Paint option can be useful for this.

Tiling

Four tiling options are available when using Repeats.

The tiling patterns are based on four repetitions. The first option repeats the picture file as is, the second mirrors the picture horizontally, the third mirrors it vertically, and the last combines horizontal and vertical mirroring. The tiling effect can be displayed by selecting View Mode Tiling. Select Preview to render the object in a test window and view the results.

Swap UV

Exchanges the u and v directions of the texture coordinates. The texture map is rotated and flipped. You cannot see the results in the View Mode Entire option.

Pixel Interpolation

Used when individual pixels of a picture file become visible because its resolution cannot match the magnification imposed by the size of the object or its distance from the camera. This option calculates intermediate values between pixels so that the pixel patterns become less visible. This process tends to soften the picture as it is magnified.

Reflection Map

Uses a picture file to simulate the environment around an object.

Note:
The object's global or local material must be reflective to show the reflection map.

Note:
The material's reflectivity factor also influences the visibility of the texture map of the object.

For more information on creating reflection maps, see the Creating a Reflection Map section of the Defining Materials and Textures User's Guide.

mental ray

The options in the mental ray area let you define 2D texture shaders used when rendering with mental ray.

When you select the Shader option, the Shader dialogue box is displayed in which you can choose and activate a texture shader.

For a description of shaders, see the Using Shaders section of the Rendering User's Guide.

Note:
To see the effects of the texture shaders, you must select the mental ray renderer in the Preview Setup dialogue box (choose Preview->Setup).

Select the shader from the database and click Load. The shader name appears in the text box below the Shader option. If you need to search for a shader, double-click the .. (two dots) at the top of the browser and select the appropriate chapter.

Note:
If you have selected the Raytraced Reflective Map or Non-Raytraced Reflective Map mapping methods, the shader type adapts to this type of mapping and you automatically access the ENVIRON_SHADERS chapter to use the environment shaders. This shader lets you control the colour of the reflective ray. The shader can use the 2D texture map and any parameters saved for it, or it can implement any other colour lookup function based on the ray's direction. The actual implementation is left to the shader writer.

Display Box

The selected picture or texture file is displayed in the box located in the middle of the dialogue box.

Since more than one texture can be mapped globally or locally onto an object's material, the buttons above the display box allow you to switch between textures.

Mapping Method

This menu bar displays the currently selected mapping method and its menu shows the eight available options.

Select Preview to render the object in a test window and view the results.

For more information about mapping and projection, see the Choosing a Mapping Method section of the Defining Materials and Textures User's Guide.

XY, XZ, YZ, Spherical, and Cylindrical Coordinates

These coordinates can be considered as a projection of the texture on the objects. The xy, xz, or yz, cylindrical, and spherical coordinates are considered to be the support from where the texture is projected. They refer to the object's centre orientation. The more perpendicular a surface is to the projection plane, the more stretched the texture is on it.

UV Coordinates

Used on patch and NURBS surface objects only. It works like a rubber skin stretched over the surface of the object. Each picture file pixel corresponds exactly to a particular triangle on the object's surface. This process is known as parameterization. As a result, any distortion from stretching appears more natural.

Note:
If you're applying a texture for the first time on a patch object, the UV Coordinate option appears dimmed until you specify the u and v coordinates for Scale, Offset, or Repeat. Then make sure to select the UV Coordinate mapping method directly.

Raytraced Reflection Map

Displays the reflection map and the raytraced reflection of surrounding objects on a reflective object. The reflection map is mapped spherically onto the object.

Note:
The reflections of surrounding objects take precedence over reflection maps.

For more information on creating reflection maps (raytraced or non-raytraced), see the Creating a Reflection Map section of the Defining Materials and Textures User's Guide.

Non-Raytraced Refl. Map

Allows you to see the reflection map on the reflective object, but disables the raytracing process. It is an efficient way to simulate reflective objects: since the raytracing is disabled, surrounding objects are not reflected.

Map Component

For more information on mapping, see the Creating Mapping Effects section of the Defining Materials and Textures User's Guide.

Alpha Channel

Uses the alpha channel (transparency) of the picture file to create transparency, reflectivity, or roughness effects on the object. The different alpha channel values of the picture pixels are used to define the various effects.

RGB Intensity

Uses the RGB colour intensity of the picture file to create transparency, reflectivity, and roughness effects. The different RGB intensity values of the picture pixels are used to define the various effects. This is the default setting.

Transparency

Allows you to control the transparency effect created by the Map Component's Alpha Channel or RGB Intensity options. Values range from -1 to 1. At -1, a white picture file pixel is opaque and a black pixel is transparent. At 1, the effect is reversed. At 0, no transparency is visible.

Black/White

Allows you to specify the transparency of images without the alpha channel. When selected, each fully black and fully white pixel in an image is treated as if it was transparent. This option is useful when using scanned images as transparent images.

Reflectivity

Allows you to control the reflectivity effect created by the Map Component's Alpha Channel or RGB Intensity options. Values range from -1 to 1. At -1, a white picture file pixel is non-reflective and a black pixel is completely reflective. At 1, the effect is reversed. At 0, no reflectivity is visible.

Roughness

Often referred to as bump mapping, Roughness allows you to control the roughness effect created by the Map Component's Alpha Channel or RGB intensity options. Values range from -20 to 20. A greater value (positive or negative) generates a more pronounced roughness effect (negative values create valleys instead of mountains). At 0, there is no roughness. If you're using mental ray rendering, adjust the degree to which your object's geometry is modified.

Bump mapping moves the normals of an object, which affects the object's shading to create the illusion of roughness. The object's geometry is not affected.

Displacement (mr)

When using mental ray, select this option to activate displacement mapping. This moves an object's vertices so that the object's geometry is altered to create a bumpy surface in the renderer. The Roughness slider is used to adjust the degree to which your object's geometry is modified. A value of 0 has no effect on the surface, while a negative value displaces the surface inward from the surface normal.

Since displacement mapping only alters the object's geometry in the rendered image and not the actual object in the scene, you can create highly complex objects without having to actually model them.

Note:
If you "flip" an object's surface normals by choosing the Effect->Inverse command, surface displacement is also affected accordingly.

 

When using displacement mapping, select the Spatial method of Surface Approximation for your object so that it has enough triangles to accommodate the details of the texture map (see the Surface Approximation section of the Rendering User's Guide).

View Mode

Activates the display box, where there are four options:

Note:
The results of different mapping coordinates or scaling, etc., are not shown on the sphere. Select Preview to render the object in a test window.

Cropping

Defines the portion of the picture file used as the texture map.

When View Mode Entire is selected, the cropping rectangle is displayed. You can then crop the picture by moving the sides or the corner rectangles. You can position the rectangle anywhere on the picture by dragging its cross-hair cursor. The size (in pixels) of the cropped area is displayed in the X and Y text boxes.

Edit

Displays the Cropping Utilities dialogue box for performing precise cropping.

Reset

Resets the cropping, so the entire picture is mapped onto the object's material.

Blending

Controls the blending of the picture file and the current material on the object's areas of illumination. This menu bar displays the currently selected blending type.

Click on the current type to display a menu listing the available options. You can view the results of each option by selecting the On Material view mode.

Without Mask

Uniformly blends the picture file with the object's current material. The ratio of picture to material visibility is controlled using the Overall Blending slider.

Alpha Channel Mask

Uses the alpha channel (transparency) of the picture file as a blending factor. The picture file is blended with the object's current material according to the different alpha channel values of the picture pixels. Where the alpha channel value is high (white), the colour of the picture file is visible; where the alpha channel value is low (black), the object's current material is visible.

Note:
A scanned picture imported into the SOFTIMAGE 3D file format may not have an alpha channel, but can be added by using the alpha standalone program. Refer to the Standalones HTML file on the On-line Documentation CD.

RGB Intensity Mask

Uses the RGB colour intensity of the picture file as a blending factor. The picture file is blended with the object's current material according to the different RGB intensity values of the picture pixels. Where the RGB intensity is high (white), the colour of the picture file is visible; on low intensity pixels (black), the object's current material is visible.

Overall Blending

Allows you to control the amount of blending between the picture file and the object's current material. Values range from 0 to 1; if the value is set to 0, only the material is visible; if the value is set to 1, only the picture file is visible.

Ambient

Allows you to control the intensity of the picture file on the object's ambient area of illumination. Values range from above 0 to 1.

Note:
If the value is set to 0, the picture file is replaced by the object's material (global or current local).

Diffuse

Allows you to control the intensity of the picture file on the object's diffuse area of illumination. Values range from above 0 to 1.

Note:
If the value is set to 0, the picture file is replaced by the object's material (global or current local).

Specular

Allows you to control the intensity of the picture file on the object's specular area of illumination. Values range from above 0 to 1; the value may be set higher to compensate for reflectivity or transparency.

Note:
If the value is set at 0, the picture file is replaced by the object's material (global or current local).

Paint

Allows you to add paint effects to a selected 2D texture file or picture file. When you click Paint, the Paint dialogue box is displayed.

Clicking the Paint button is the same as choosing the Paint menu cell. For more information on using the parameters in the Paint dialogue box, see Paint.

Bind

The Bind button computes the texture support's transformations (for example, U and V offset and scaling values) so that the texture is applied on the projected rectangular bounding area of all the polygons associated to the current material.

Preview

Allows you to render the selected object without exiting the dialogue box. When you select Preview, the preview window opens and the object is rendered. Middle-click to exit the window or stop the rendering. Make sure to set the preview render options in the Preview Setup dialogue box before you use this button. For more information, see Preview->Setup.

Key

Used for texture keyframe animation. It saves the current 2D texture parameter settings at the current frame number. Parameters that can be keyframed are displayed with a double border. Without exiting this dialogue box, you can use the time line pointer to change the current frame to set other keyframes.

Save

Allows you to save the current parameter settings as a 2D texture file so you can create your own library of 2D textures. When you click Save, the Save Textures2D dialogue box is displayed. By default, the current texture name is displayed in the browser file name box where you can use the same name or enter another one.

Delete

Resets all parameters to their default settings and removes the picture files from the display box and the texture map from the object.

Restore

Resets all the parameters to the values that existed when you opened the 2D Texture File dialogue box.

Cancel

Exits the dialogue box without saving any changes.

Ok

Assigns the current 2D texture parameter settings to the object.

You must save the object (or scene) if you want to save the texture with the object. If the current 2D texture has animation associated with it, always make sure to use Key.

 


Last updated 02-apr-1998