DEPRECATED. This shader is unsupported, but it may still get installed with Softimage to provide compatibility with older scenes that
use it. It is recommended that you replace unsupported shaders in your scenes with equivalent shaders from the current Softimage
shader library.
| 2D Gradient Shader
Output: Color
Returns a filtered color of an image at a given UV coordinate. The filtering process is based on midmapping elliptical filtering.
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The shader's name. Enter any name you like, or leave the default.
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Defines an image clip to use. Click to open a property page for the image clip currently being used. To retrieve a new clip, click and indicate whether you wish to create a new clip or create one from a source.
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Displays the selected image. You can right-click the image to access the Image Clip Property Editor. If the image is a sequence,
use the playback controls to play the sequence image.
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Define the U, V, and Z texture coordinates.
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Elliptical Filter
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When multiple objects are selected, defines whether changes are applied to all objects or a specific one. This control updates
automatically as you select objects in the scene, as long as the property editor is not locked.
Lets you choose a Texture Support to use. If no texture support has been defined, you can create one by clicking New. If
a texture projection is already defined, you can edit it by clicking Edit.
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Defines the ellipse's maximum-allowed eccentricity.
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Defines the maximum number of texture pixels for the minor radius of the ellipse.
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Calculates the screen-to-texture transformation.
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Defines whether magnification areas will be interpolated bilinearly. Makes these areas look blurrier.
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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 Mix8Colors 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.
Connect a Texture Space Controller shader to drive the Coordinate value of this shader.