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.
RealTime
Output: RealTime
This shader is still supported as a legacy shader, but has been removed from menus in Softimage. Scenes containing this shader
will display correctly. Load this shader into the render tree from .
The OGL13CubicCrossTexture creates a cubic texture using a cross-shaped texture image (like an unfolded cube). This is especially
useful for creating cubic reflection maps. The cubic texture is set in the specified texture target.
General
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Defines the texture stage for multi-texturing operations in a single draw pass.
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Defines an image clip to use for the cubic projection. 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.
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Sets the color of the texture image's border. The border is used for clamping purposes as you may want to clamp the texture to a certain portion of the object without having
its colors bled onto the rest of the object. When you clamp the texture using its border, portions of the object not covered
by the texture use the border color.
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Filters
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Determines the type of optimization used to smooth textures that are close to the camera.
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Determines the type of optimization used to smooth textures that are far from the camera.
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When mipmapping is used by the minification filter, the LOD bias shifts the level of detail up or down to reduce blurring
and/or artifacts on textures when they appear far from the camera.
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Anisotropic filtering allows you to increase the level of detail on textures that are far away from the camera without consuming
large amounts of memory.
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Render Tree Usage:
This shader lets you add cubic textures to your realtime shader tree. It can output to any other realtime shader. It receives
an input from 1-6 image clip nodes, and can receive an input from any other realtime shader. To further modify the texture,
connect it to an OGL13TexCoord shader. This is, for example, what you would do if you wanted to use the cubic texture as a
reflection map.