Image Implicit
 
 
 

| Advanced | Render Tree Usage | Polkadot

Category: Texture Generators

Shader Family: Texture

Output: Color

Takes an input image and maps it over the surface of an object using a defined (implicit) projection method. The parameters can also be disabled to produce an explicit texturing space.

This shader can be used as a texture, shadow, or light shader.

Once you apply the texture onto the geometry, select the texture shader node and use the manipulator (B key) to position or scale the texture on the surface. This shader is normally output to the diffuse input of a surface shader, but it can also be connected to another input (volume, shadow, etc.), for example to drive the transparency.

Name

The shader's name. Enter any name you like, or leave the default.

Texture

Texture Image

Defines an image clip to use. Click Edit to open a property page for the image clip being presently used. To retrieve a new clip, click New and indicate whether you wish to create a new clip or create one from a source.

Image View Window

Displays the selected image. You can right-click on the image to access the Image Clip Property Editor. If the image is a sequence, use the playback controls to play the sequence image.

Texture Space

Selects the texture projection to use. See Specifying a Texture Projection [Texturing].

Advanced

Repeats

Texture Repeats

Contains the repetition factor in X,Y, and Z. A value of 2, for example, shrinks the texture so that it fits twice in a [0..1] interval.

Alternate

U, V, Z

Specifies whether every other copy of the repetition should be reversed so that the successive copies of the texture are alternated.

UV Remap

Minimum and Maximum

Determines the remapping of the texture image. For a 2D image, only X and Y are used.

Render Tree Usage

Use this shader whenever you wish to use an image clip in a render tree. Only one image clip can be defined per image shader. To blend several images, you can connect them to a Mix 8 Colors shader.

The image shader can be connected to any color input, whether it be a Surface input, an Image Processing shader, a Mixer shader, or an Environment shader to create an environment map.

On a surface shader, you can use a different image shader to define a separate texture for the Diffuse, Specular, Reflection (to create a reflection map), Transparency (to create a transparency map), etc.