mib_texture_remap

 
 
 

Category: mental ray > Texture

Shader Family: Texture

Output: Vector

This shader accepts a texture vertex and scales, rotates, translates, crops, and joins textures. The order of operations is transform first, then repeat, alternate, torus, and finally min/max crop.

Name

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

input

A texture vector. input can be driven by a generator such as mib_texture_vector that returns texture vectors.

transform

A general transformation applied to the texture vector before the remaining parameters are applied. If transform[3][3] is 0.0, the matrix is ignored (normally transform[3][3] is 1.0).

repeat

Specifies repetition factors in X, Y, and Z by which the texture vector is multiplied. A value of 2, for example, shrinks the texture such that it fits twice in the [0, 1] interval. Repeating has no effect outside of this interval. After the multiplication by the repetition factor, the integer part is removed. This algorithm allows finite repetition in an interval determined by the transform parameter. A repetition value of 0 turns off repetition in the corresponding component, as if the value were 1.

alt_x, alt_y, alt_z

Specifies whether every other copy of the repetition would be reversed such that successive copies of the texture are traversed in alternate, back-and-forth directions. Alternate flags have an effect only if the corresponding repetition component is greater than 1, and also work only in the [0, 1] interval.

torus_x, torus_y, torus_z

Maps the texture space into the range [0, 1] such that values less than 0 and equal to or greater than 1 are put into this range by cutting off the integer part.

min, max

Crops the image or volume by specifying the range of the texture to be considered. Portions of the texture outside this range are trimmed off. If repetition is used, the maximum point of one copy joins the minimum point of the next copy (unless alternation is turned on). min is inclusive, max is exclusive. If a min component is equal to the corresponding max component, both are ignored.

offset

A vector added to the texture vector before the texture lookup.