For texture-specific
attributes, see the 2D texture name:
Bulge,
Checker,
Cloth,
File,
Fluid Texture 2D,
Fractal,
Grid,
Mountain,
Movie,
Noise,
Ocean,
Ramp,
Water.
Color Balance
Corrects
the color or intensity of a texture.
- Default Color
-
If you map a texture to a material in
such a way that it that does not cover the entire surface, the file
node’s Default Color shows through.
To select a different color, click the color bar to open the Color
Chooser. To change the texture’s coverage, use the placement
options.
- Color Gain
-
Scaling factor applied to the texture’s outColor channel.
For example, you can color-correct a texture that appears too green
by setting the Color Gain to a shade of blue.
The default color is white (no effect).
- Color Offset
-
Offset factor applied to the texture’s outColor channel.
For example, you can brighten a texture that appears too dark by
setting the Color Offset to a shade of
gray. The default color is black (no effect).
- Alpha Gain
-
Only has an effect if the texture is used
as a bump or displacement. Scaling factor applied to
the texture’s outAlpha channel. The default
value is 1 (no effect).
- Alpha Offset
-
Only has an effect if the
texture is used as a bump or displacement. Offset factor
applied to the texture’s outAlpha channel.
For example, if the Alpha Gain value is -1 and
the Alpha Offset value is 1, the outAlpha channel
is inverted. The default value is 0 (no effect).
- Alpha Is Luminance
-
Off
by default. The alpha (mask) output depends on the luminance of
the color channels. Bright areas of the texture are more opaque
when compositing, and dark areas are more transparent.
NoteYou cannot use Alpha
Is Luminance for Cloth, Ramp,
or Stencil textures.
Effects
- Filter
-
Filter
attributes scale the size of the filter and let you specify the
amount of blur in the texture map. Use it as an anti-aliasing technique
used to refine file textures, reduce flickering, or to achieve special
effects.
By default, Filter is
set to a value of 1.0 to help prevent such aliasing effects. The
effect of Filter is related directly to eye space. As the object moves
further away from the eye, the more the texture blurs.
For more information,
see
Texture filtering.
- Filter Offset
-
Controls the texture blur in
texture space (not eye space). Use Filter Offset for
a blurred effect instead of anti-aliasing. Maya adds a constant value
to the Filter setting. The default
value is 0. Increasing the value increases the texture blur. For
example, 1.00 completely blurs the texture.
TipA Filter and Filter
Offset of 0.00 results in no blur effect, however a small
amount of blur can help reduce moiré and aliasing effects in texture maps.
- Invert
-
Reverses all texture colors
(black becomes white, white becomes black, and so on). Invert is
off by default. For example, you can change a bump or displacement
map’s raised regions to depressions and vice versa by setting Invert
on or off.
- Color Remap
-
Applies a color map to the texture
and lets you add or subtract colors from a texture’s default settings.
Maya maps the U value to the original texture’s hue, and the V value
to the original texture’s intensity. (Color Remap is
similar to the
Shading Map material
and uses the
Rgb to Hsv Utilities.)
To remap a texture
- Click the Insert button
under the Color Remap section. The texture
colors change and a Remap Ramp Attribute
Editor appears. Adjust the Ramp texture
colors and attributes if necessary.
UV Coordinates
- Uv Coord
-
The
UV coordinate values of the current sample point.