OGLTCTrans

 
 
 

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.

Shader Type: RealTime

Output: RealTime

Location: 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 Nodes RealTime OpenGL More.

The Texture Transform shader applies a variety of transformations to input textures. Transformations are animatable, either by keyframing, or by enabling one of several modulations modes which are, themselves, also animatable.

NoteThe extent to which you can use this shader depends on the graphics card and/or drivers on your machine. For a list of graphics cards that are certified for use with Autodesk Softimage, see the graphics cards certification page on www.autodesk.com.

Name

The shader's name. Enter any name you like, or leave the default.

Additive Transform

Specifies whether the texture transform should be added to the current texture transformation matrix or if the matrix should be reset to Identity before applying the transform.

Texture Coordinate

Selects a coordinate system from among up to four incoming textures.

Modifier

UV Type

Specifies the type of transformation. Choose Identity (leaves the texture untransformed), Translate, Rotate, Scale, Scroll, Turn or Stretch.

(Additional Values)

Depending on what UV Type is selected, additional values may be displayed. Adjusting these values controls the transformation.

Modulation

Modulation options control animate different transformations. The animation is defined by one of several possible wave patterns.

Wave

Defines the waveform for the animation. Set the Base, Amplitude, Phase, and Frequency parameters to further refine the waveform.

Render Tree Usage

This shader need a texture as an input. You can connect either a OGLT2D or OGLMulti shader to it. It can output to any other Realtime shader.

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