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Click beside the 2D Texture text box to open the database browser. You can browse through a library of source 2D texture files,
either inside or outside the database.
To load a texture file, double-click on its file name: the browser closes and the picture is displayed with its file name
listed in the 2D Texture text box. You can change the name of the file in this text box. This is useful for making edits to
the parameters and saving it with a new name.
You cannot load a 2D texture file if its associated picture file has been removed.
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Moves you through the picture files in a sequence. You can edit the previous or next file in the sequence by clicking these
buttons.
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Displays the currently selected mapping method. Its drop-down menu shows the following eight available projection methods:
These coordinates can be considered as a projection of the texture on the objects. The XY, XZ, or YZ, cylindrical, and spherical
coordinates are considered to be the support from where the texture is projected. They refer to the object's center orientation.
The more perpendicular a surface is to the projection plane, the more stretched the texture is on it.
Used on patch and NURBS surface objects only. It works like a rubber skin stretched over the surface of the object. Each
picture-file pixel corresponds exactly to a particular triangle on the object's surface. This process is known as parameterization.
As a result, any distortion from stretching appears more natural.
Displays the reflection map and the raytraced reflection of surrounding objects on a reflective object. The reflection map
is mapped spherically onto the object. The reflections of surrounding objects take precedence over reflection maps.
Shows the reflection map on the reflective object but switches off the raytracing process. It is an efficient way to simulate
reflective objects; since the raytracing is disabled, surrounding objects are not reflected.
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Click Select beside the Picture File Name text box to open the database browser. You can browse through a library of source
picture files, either inside or outside the database.
To load a picture file, double-click on its file name. The browser closes and the picture is displayed with its file name
listed in the Picture File Name text box.
If you make changes you want to keep, you must save the picture file with a 2D texture file. This is because a picture file
is simply an image with no parameter information; its accompanying 2D texture file contains all this information.
When you save a setup of parameters as a texture file, the loaded picture file is also saved as a parameter of the setup. Picture files are unique because they can be stored in a database other than the database where your scene is located. When
2D texture files are read from a scene, the necessary picture files are searched in the following places, in this order:
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The explicit path stored in the texture file.
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The PICTURES chapter of the database from where the scene is currently being read.
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The PICTURES chapter of all system databases.
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The explicit path from the scene elements.
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Specifies that the 2D texture is based on a still image. It uses the same picture file associated with a texture map through
the sequence (no animation is created). This is the default.
For Static use, the picture file should be listed without its extension in the Picture File Name text box.
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Specifies that the 2D texture is based on a moving sequence. It uses a sequence of previously rendered picture files as the
texture map. Softimage synchronizes the picture file frame numbers with the corresponding texture numbers. For sequence animation,
the picture files must have the same name and frame number corresponding to each frame of the sequence. You specify the frame
number in the Frame text box.
For example, if you use an animated sequence of a bouncing ball, the sequence has one name, and each frame is numbered sequentially. Enter the name of the sequence and select the Sequence option. Map the picture sequence onto the front of the object (scaling and positioning the map to fit). The frame numbers of the picture are synchronized with the frame numbers of the scene to create an animated image on the object. The texture file name you enter in the 2D Texture text box should not contain the frame number extension or the extension.
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Uses a list of picture files for the substitution process. The picture files must be created in a script file using a text
editor. Each picture file must be entered on a separate line with or without the extension. The script files are located in a directory called /PICTURES in the path from where Softimage is executed.
Enter the script file name in the Picture File Name text box with or without the extension.
Make sure that name of the script file is simple: no spaces, periods, special characters, etc. that may not let the operating
system read the file.
You should specify the explicit path name (starting with the root directory) pointing to the pictures. As the sequence is rendered, Softimage calls the picture file name on the line corresponding to the current rendering frame.
The main advantage of using Script is that it lets you control each frame so that cycling, reversing, looping, and other effects
are possible.
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The Frame text box is available when the Sequence or Script options are selected. The current frame number in the Frame text
box is the default, but you can enter any frame number and then click the text box to load another texture file in the sequence
or script list. The picture associated with the newly loaded texture file is displayed in the display box.
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Sets the size of the texture map on the object's global or local object's surface. The default setting is 1; the texture map
covers the entire surface of the object's global or current local material. A lower value reduces the texture map on the material's
surface; the object's global or current local material appears where there is no map. A higher value enlarges the texture
map on the material's surface so that only a part of the texture map is visible.
You can scale the texture map in U and V to stretch or shrink the texture map. A negative value flips the texture map.
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Controls the position of the texture map on the object's global or current local material surface. Click to render the object in a test window and view the results. The default setting is 0; the texture map is located at the origin
of the UV coordinates.
With a Scale value of 1, the texture fits exactly on the global or current local material. A higher offset value moves the
texture map in one direction; a lower value moves it in the opposite direction. With a scale value of 1 and an offset value
of 0.5 in U, half of the texture map is visible on one half of the object's global or local material, its other half showing
the object's global or local current material. Negative values are accepted.
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Lets you repeat the picture file in the texture map to create a wallpaper-like pattern. The default setting is 1; a repeat
value of 2 in U and V creates a pattern of four pictures on the texture map. If you want a smooth transition between the repeated
pictures, the picture file must be carefully created to avoid seams.
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Four tiling options are available when using Repeat. The tiling patterns are based on four repetitions. The first option repeats
the picture file as is, the second mirrors the picture horizontally, the third mirrors it vertically, and the last combines
horizontal and vertical mirroring.
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Exchanges the U and V directions of the texture coordinates. The texture map is rotated and flipped.
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Used when individual pixels of a picture file become visible because its resolution cannot match the magnification imposed
by the size of the object or its distance from the camera. This option calculates intermediate values between pixels so that
the pixel patterns become less visible. This process tends to soften the picture as it is magnified.
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Specifies that the implicit projection is evaluated in object space. Useful for applying textures to hierarchies and groups.
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Specifies that the implicit projection is evaluated in world space. Useful when applying textures to hierarchies and groups.
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Defines the portion of the picture file used as the texture map.
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Measures the area to be cropped in pixel coordinates.
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Measures the area to be cropped in percentage coordinates.
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