When
you map a 2D or 3D texture to an object, you connect it to an attribute of
the object’s material. Textures map to geometry based on the object’s
UV texture coordinates. For more information about texture mapping,
see
Texture mapping.
Unless you use a method
that explicitly connects a texture to a specific attribute of the
object’s material, it connects to the material’s default attribute
(usually color or transparency). For more information on node connections,
see
Render node connections.
NoteIf you are working
in Mac OS X, 2D textures must be used as projections when they are
placed on volumetric objects.
To map a texture using Hypershade
- In the
Create bar,
select a texture from 2D Textures or 3D
Textures.
- If you are selecting a 2D
texture, right-click the texture and select a mapping
method (Create texture (create normally), Create
as projection, Create as stencil).
For information about
mapping methods, see
Mapping methods.
- Do one of the following:
- From the Hypershade,
middle-mouse drag a 2D or 3D texture onto the desired object’s material.
You can drag either directly to the material in Hypershade,
or to the object in the scene view.
The texture is placed
on the object in a default position, and a placement node appears
in the Hypershade. For more information
on placement nodes, see
Place 2d Texture.
NoteWhen you middle-drag-drop
a file texture on to a material and select Default in
the pop-up menu, this automatically connects the file.outColor to the material.color and, if the image file
has an alpha channel, connects the file.outTransparency to the material.transparency.
- In the Attribute Editor,
click the map button next to the attribute to which you want to
connect the texture. The Create Render Node window appears.
See
Create > Create Render Node.