Controlling How Textures Display in the 3D Views

 
 
 

The display of textures in the 3D views in Textured and Textured Decal modes is controlled by settings in the Material and Image Clip properties. For a complete list of all options, see Material Node Property Editor and Image Clip Property Editor [Properties Reference]. Some specific options are highlighted here.

Specifying the Texture to Display

Because you can only display one texture at a time in the Textured and Textured Decal display, you can use the material node's OpenGL Display Texture Selection options to specify the texture to be displayed.

Choose the Mode that best suits your display needs. The options are:

  • No OGL Texture — No texture is displayed in Textured or Textured Decal display modes.

  • Track Render Tree — The output of the render tree is displayed in Textured or Textured Decal display modes.

  • Track Shader — Displays the image from a specified Image shader in Textured or Textured Decal display modes. Select the shader to track in the Shader menu.

  • Use Specific Image/UV Pair — Displays a specified image clip using a specified UV property in Textured or Textured Decal display modes. Select the image from the Image Clip menu and the UV property from the UV Property menu.

Texture Clamping or Repeating

By default, textures repeat in 3D views in Textured and Textured Decal modes even if the Wrapping options are turned off in the Texture Projection Definition Property Editor [Properties Reference]. To control texture repeats in 3D views, set the OpenGL Display Texture Display Wrap U and Wrap V options in the material node's properties.

  • Clamp rigidly applies a single instance of the texture to the object's surface according to the defined texture projection.

  • Repeat repeats the texture across the object's surface using the defined texture projection.