mib_texture_lookup

 
 
 

Category: mental ray > Texture

Shader Family: Texture

Output: Color

This shader looks up a texture image in the half-open interval [0, 1]. Points outside this interval are mapped to R=G=B=A=0.

This shader is basically a front end to the mi_lookup_color_texture family of shaders.

Texture Shaders

The mib_texture_lookup, mib_texture_lookup2, mib_texture_filter_lookup, mib_texture_checkerboard, mib_texture_polkadot, mib_texture_polkasphere, mib_texture_turbulence, and mib_texture_wave shaders take care of selecting, creating, and remapping texture spaces, computing basis vectors, and other tasks necessary before a color or displacement can be applied. Shaders that produce 2D mappings only use the X and Y components of the texture vertex.

Most of these shaders return colors. Since colors can be assigned to scalar parameters of other shaders, the shaders can be used in conjunction with blending shaders that select colors from a color spread based on a map scalar. This interacts with the fading and smoothing parameters of the texture shaders.

Name

The name of the shader node displayed in the render tree. Enter any name you like, or leave the default.

tex

Displays the texture map to be looked up.

You can Edit the image clip, or get a New image clip from file or from source. For more information about working with images, see Managing Image Sources & Clips [Data Management].

coord

The coordinate to look up.