For texture-specific
attributes, see the 3D texture name:
Brownian,
Cloud,
Crater,
Fluid Texture 3D,
Granite,
Leather,
Marble,
Rock,
Snow,
Solid Fractal,
Stucco,
Volume Noise,
Wood.
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
grey. 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, but 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.
- Local, Wrap
-
Wrap repeats or tiles the texture
completely over the object. If off, everything outside the 3D placement
cube displays the texture’s default color. Wrap is
on by default.
TipSome nodes, such
as the
Reverse utility,
repeat themselves to achieve the effect of
Wrap,
so that it extends infinitely. Others, such as a
Marble texture, extend
outwards without repeating.
To adjust texture placement
on all objects at once, turn Local on,
transform the texture placement icon, then turn Local off
to see the results. Turning on Local also
means that if you transform any of the objects during an animation,
the 3D texture transforms accordingly.
- Blend
-
Controls
how much of the texture’s Default Color is
mixed into the texture Color. A
value of 0 means the Default Color does not affect
the texture Color. As you increase the Blend value, more
and more of the Default Color mixes in. This
attribute does not work unless Wrap is turned
off and Local is turned on.
To blend colors and textures using the Blend slider
- Change the Default Color (in
the Color Balance section of the
texture’s Attribute Editor), or map another
texture to the Default Color.
- Make sure Invert and Wrap are
off and turn Local on.
- Drag the slider to change the Blend value.
- 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 Color
Utility.)
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.