SI_Texture2D

Defines a 2D texture.

 

This template corresponds to the CSLTexture2D class.

Limitations

For regular Material, Softimage only imports and exports the first four parameters of this template for native Softimage textures: the image’s name, mapping type, width, and height.

For SoftMaterial, Softimage imports and exports all information.

Introduced

1.3

Members

Member name

Type

Description

imageName

STRING

Name of the image file.

mappingType

int

Type of mapping used to associate texture image to the geometry.

0 = XY projection

1 = XZ projection

2 = YZ projection

3 = UV map (unwrapped)

4 = UV map (wrapped)

5 = Cylindrical projection

6 = Spherical projection

7 = Reflection map

width

int

Number of horizontal pixels in image.

height

int

Number of vertical pixels in image.

cropUMin

int

Start of the cropping region in U.

cropUMax

int

End of the cropping region in U.

cropVMin

int

Start of the cropping region in V.

cropVMax

int

End of the cropping region in V.

UVSwap

Boolean

Indicates if the U and V orientations are swapped.

When FALSE, U goes from 0.0 (left) to 1.0 (right) and V goes from 0.0 (bottom) to 1.0 (top).

When TRUE, U goes from 0.0 (top) to 1.0 (bottom) and V goes from 0.0 (right) to 1.0 (left).

URepeat

int

Number of horizontal repetitions of the image.

VRepeat

int

Number of vertical repetitions of the image.

UAlternate

VAlternate

Boolean

Boolean

Specifies whether to mirror the texture horizontally (U) and vertically (V). Corresponds to the Tiling options in SI|3D.

0;0;

1;0;

0;1;

1;1;

UScale

float

Scaling of image in U.

VScale

float

Scaling of image in V.

UOffset

float

Offset of image in U.

VOffset

float

Offset of image in V.

projectionMatrix

Matrix4x4

Texture projection matrix.

To compute the UV texture coordinates, you need to transform the geometry using the inverse of the texture projection matrix. This generates vertex positions in the the projection coordinate system. Then you compute the actual projection of the geometry into the UV domain defined by the projection method.

blendingType

int

Type of blending between texture and material attributes:

1 = Alpha Mask

2 = Intensity Mask

3 = No Mask

4 = RGB Modulation

blending

float

Normalized contribution of texture attributes (ambient, diffuse, specular, transparency, reflectivity).

Note: When blendingType is No Mask, this value corresponds to the Overall Blending parameter in the 2D Texture dialog box. Otherwise, this value is multiplied with either the alpha channel or the RGB intensity of the image pixels.

ambient

float

Normalized contribution of texture pixel colors to the material ambient color.

The weight used to normalize the contribution is a scalar and is multiplied by the average intensity of the global ambience.

Note: When this value is 0.0, SI|3D uses the material ambient value. Otherwise, the texture ambient value is multiplied with the atmosphere ambience, and then blended with the material ambient color according to the blending value.

diffuse

float

Normalized contribution of texture pixel colors to the material diffuse color.

Note: If this value is 0.0, then SI|3D uses the material diffuse value. Otherwise, it blends the texture diffuse value with the material diffuse color according to the blending value.

specular

float

Normalized contribution of texture pixel colors to the material specular color.

Note: If this value is 0.0, then SI|3D uses the material specular value. Otherwise, it blends the texture specular value with the material specular color according to the blending value.

transparency

float

Normalized contribution of texture pixel colors to the material transparency level.

Note: If this value is 0.0, then SI|3D uses the material transparency value. Otherwise, it blends the texture transparency value with the material transparency color according to the blending value.

reflectivity

float

Normalized contribution of texture pixel colors to the material reflectivity level.

Note: If this value is 0.0, then SI|3D uses the material reflectivity value. Otherwise, it blends the texture reflectivity value with the material reflectivity color according to the blending value.

roughness

float

Bump mapping intensity and/or displacement of geometry along surface normals.

For bump mapping, mappingType determines the axis frame or bump basis vectors, which displaces the normals (according to the differences in values between neighboring pixels along the U and V axes).

Nested Templates

SI_ElementUserData _<userDataTag>

Texture user data.

Note: This is only available in SI|3D.

Example

See also the example for SI_Material.

SI_Material {
   0.700000;0.700000;0.700000;1.000000;;
   50.000000;
   1.000000;1.000000;1.000000;;
   0.000000;0.000000;0.000000;;
   2;
   0.500000;0.500000;0.500000;;

   SI_Texture2D {
       "CITY-london.pic"; // imageName 
       0;        // mappingType 
       512;432;  // width, height 
       0;511;0;431; // cropUMin, cropUMax, cropVMin, cropVMax 
       0;            // UVSwap 
       1;1;      // URepeat, VRepeat 
       0;0;      // UAlternate, VAlternate 
       1.000000;1.000000; // UScale, VScale 
       0.000000;0.000000; // UOffset, VOffset

       1.000000,0.000000,0.000000,0.000000, // projectionMatrix 
       0.000000,1.000000,0.000000,0.000000,
       0.000000,0.000000,1.000000,0.000000,
       0.000000,0.000000,0.000000,1.000000;;

       3;            // blendingType 
       1.000000; // blending 
       0.750000; // ambient 
       1.000000; // diffuse 
       0.000000; // specular 
       0.000000; // transparency 
       0.000000; // reflectivity 
       0.000000; // roughness 
   }
}


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