OGL13CubicTexture

 
 
 

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 OGL13CubicTexture creates a cubic texture using six texture images, one for each face of the cube. This is especially useful for creating cubic reflection maps. The cubic texture is set in the specified texture target.

General

Target

Defines the texture stage for multi-texturing operations in a single draw pass.

Left/Right/Bottom/Top/Front/Back

Defines an image clip to use for each face of the cubic projection. Click Edit to open a property page for the image clip being presently used. To retrieve a new clip, click New and indicate whether you wish to create a new clip or create one from a source.

Border

Sets the color of the texture image's border.

The border is used for clamping purposes as you may want to clamp the texture to a certain portion of the object without having its colors bled onto the rest of the object. When you clamp the texture using its border, portions of the object not covered by the texture use the border color.

Modulation

Determines how the diffuse lighting attribute affects the texture.

Format

Specifies the image format. Typically, RGB/RGBA is used, although you can specify DSDT (red/green) or DSDT (red/blue) where necessary.

Filter

Magnification Filter

Determines the type of optimization used to smooth textures that are close to the camera.

Minification Filter

Determines the type of optimization used to smooth textures that are far from the camera.

Mipmap LOD Bias

When mipmapping is used by the minification filter, the LOD bias shifts the level of detail up or down to reduce blurring and/or artifacts on textures when they appear far from the camera.

Anisotropic Filtering Level

Anisotropic filtering allows you to increase the level of detail on textures that are far away from the camera without consuming large amounts of memory.

Render Tree Usage:

This shader lets you add cubic textures to your realtime shader tree. It can output to any other realtime shader. It receives an input from 1-6 image clip nodes, and can receive an input from any other realtime shader. To further modify the texture, connect it to an OGL13TexCoord shader. This is, for example, what you would do if you wanted to use the cubic texture as a reflection map.

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