For texture-specific attributes, see the 3D texture name: Brownian, Cloud, Crater, Fluid Texture 3D, Granite, Leather, Marble, Rock, Snow, Solid Fractal, Stucco, Volume Noise, Wood. 
         
          
              
            
 
             Corrects the color or intensity of a texture.
            
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                      If you map a texture to a material in such a way that it that does not cover the entire surface, the file node’s  shows through. To select a different color, click the color bar to open the . To change the texture’s coverage, use the placement options.
                      
 
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                      Scaling factor applied to the texture’s  channel. For example, you can color-correct a texture that appears too green by setting the  to a shade of blue.The default color is white (no effect).
                      
 
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                      Offset factor applied to the texture’s  channel. For example, you can brighten a texture that appears too dark by setting the  to a shade of grey. The default color is black (no effect).
                      
 
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                       Only has an effect if the texture is used as a bump or displacement. Scaling factor applied to the texture’s  channel. The default value is 1 (no effect).
                      
 
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                       Only has an effect if the texture is used as a bump or displacement. Offset factor applied to the texture’s  channel. For example, if the  value is -1 and the  value is 1, the  channel is inverted. The default value is 0 (no effect).
                      
 
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                      Off by default. The alpha (mask) output depends on the luminance of the color channels. Bright areas of the texture are more
                        opaque when compositing, and dark areas are more transparent. 
                      Note 
                           You cannot use  for , , or  textures. 
                            
 
 
 
          
              
            
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                         attributes scale the size of the filter and let you specify the amount of blur in the texture map. Use it as an anti-aliasing
                        technique used to refine file textures, reduce flickering, or to achieve special effects.
                      By default,  is set to a value of 1.0 to help prevent such aliasing effects. The effect of  is related directly to eye space. As the object moves further away from the eye, the more the texture blurs.
                      For more information, see Texture filtering.
                      
 
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                      Controls the texture blur in texture space (not eye space). Use  for a blurred effect instead of anti-aliasing. Maya adds a constant value to the  setting. The default value is 0. Increasing the value increases the texture blur. For example, 1.00 completely blurs the
                        texture.
                      Tip 
                           A  and  of 0.00 results in no blur effect, but a small amount of blur can help reduce moiré and aliasing effects in texture maps.
                              
                            
 
 
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                      Reverses all texture colors (black becomes white, white becomes black, and so on).  is off by default. For example, you can change a bump or displacement map’s raised regions to depressions and vice versa
                        by setting  on or off. 
                      
 
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                      Wrap repeats or tiles the texture completely over the object. If off, everything outside the 3D placement cube displays the
                        texture’s default color.  is on by default. 
                      Tip 
                           Some nodes, such as the Reverse utility, repeat themselves to achieve the effect of , so that it extends infinitely. Others, such as a Marble texture, extend outwards without repeating. 
                            
 
To adjust texture placement on all objects at once, turn  on, transform the texture placement icon, then turn  off to see the results. Turning on  also means that if you transform any of the objects during an animation, the 3D texture transforms accordingly. 
                      
 
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                      Controls how much of the texture’s  is mixed into the texture . A value of 0 means the  does not affect the texture . As you increase the  value, more and more of the  mixes in. This attribute does not work unless  is turned off and  is turned on.
                      
 
To blend colors and textures using the  slider
            
            
               - Change the  (in the  section of the texture’s ), or map another texture to the .
               
- Make sure  and  are off and turn  on.
               
- Drag the slider to change the  value.-   
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                           Applies a color map to the texture and lets you add or subtract colors from a texture’s default settings. Maya maps the U
                              value to the original texture’s hue, and the V value to the original texture’s intensity. ( is similar to the Shading Map material and uses the Rgb to Hsv.)
                            
 
 
To remap a texture
            
            
               - Click the  button under the  section. The texture colors change and a  appears. Adjust the  texture colors and attributes if necessary.