| Texture | Image Filtering | Advanced | Render Tree Usage
Category: Texture
Shader Family: Texture
Output: Scalar
This shader is nearly identical to the Image texture shader, but outputs a scalar value. If you are using an RGBA image, the
scalar output is created using its intensity by default.
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The shader's name. Enter any name you like, or leave the default.
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Texture
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Defines an image clip to use. Click to open a property page for the image clip being presently used. To retrieve a new clip, click and indicate whether you wish to create a new clip or create one from a source.
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Displays the selected image. You can right-click on the image to access the Image Clip Property Editor. If the image is a
sequence, use the playback controls to play the sequence image.
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Copy Alpha to Output
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Multiplies the RGB channels with the alpha channel by the factor defined in the Alpha Strength parameter.
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Determines the factor by which the Alpha is multiplied with the RGB channels.
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Bump Mapping
Creates a bumpy surface by altering the X, Y, and Z coordinates of the material's surface. A negative value perturbs the surface
inward, a value of 0 has no effect on the surface, and a positive value perturbs the surface outward, all prior to illumination
calculation. This parameter does not affect the object's geometry.
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Switches on the bump map parameter of a surface and applies the selected texture (Texture Image).
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Defines how "bumpy" the bump map will be. A negative value inverts the bump inward; a positive bump map factor bumps outward.
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Uses the texture's alpha channel to achieve a bump map.
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Advanced
Bump Mapping
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Controls the U, V, and Z steps of a bump map. Use this parameter to "smooth" bumps or make them more jagged.
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Image Filtering
This type of filtering is used for high-detail textures that will be moving near to far from the camera, or vice versa. Use
this filtering as a less memory-hungry alternative to increasing anti-aliasing on a texture. Elliptical filtering projects
a circle (from the camera's pixel) on to the object's surface. Usually, the circle will be elliptical so that all the pixels
within the projected circle will be looked up and computed when a color value is returned for all the pixels in the circle.
Elliptical Filtering
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Specify whether elliptical filtering should be applied to the image's RGBA channels, its Bump Mapping, or both.
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Defines the eccentricity of the ellipse. The higher the value, the more pronounced the ellipse will be. This parameter defines
the space between the ellipse's radii.
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Defines the maximum number of texture pixels for the minor radius of the ellipse.
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This value is used in the computation of screen-to-texture-space information. If artifacts appear when on objects with highly
curved surfaces, use a value between 0 and 0.3.
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When enabled, magnified areas will be interpolated bilinearly, thus rendering these areas blurrier when seen close up as opposed
to the common blocky look.
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Alternate
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Specifies whether every other copy of the repetition should be reversed so that the successive copies of the texture are alternated.
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Repeats
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Contains the repetition factor in X,Y, and Z. A value of 2, for example, shrinks the texture so that it fits twice in a [0..1]
interval.
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UV Remap
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Determines the remapping of the texture image. For a 2D image, only X and Y are used.
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Render Tree Usage
The scalar image shader is typically used to connect a texture image to a texture layer's Mask input.
A texture shader has limitless capabilities in a render tree. It can texture an object, be used as a camera or light projection,
define bump or displacement maps, or be blended with any number of other textures to create any effect.