The UVW texture can be used to illustrate the UVW mapping of object faces. It is usually combined with the ExtraTex render element.
Component – Specifies which component to show.
Type – Controls how the texture will be positioned on the geometry.
2D (UV Channel) – The texture will use the object UV coordinates.
Environment – This mode is applicable if the map is connected to an Environment slot or a Dome light.
2D (UV Channel)
UV Channel/Set – Specifies the index of the mapping channel data to use. A value of -1 will take the first available channel.
Repeat U/V – Determines how many times the texture will be repeated in the 0 to 1 UV square.
Offset U/V – Controls the texture offset in the U and V direction.
Rotate – Rotates the texture (in degrees).
Tile U/V – Tiles the texture in the U and V direction. If the option is disabled, the Default texture color will be used outside the 0 to 1 UV square.
Mirror U/V – Mirros the texture in the U and V direction separately. The option will cut the texture in the half flipping one side vertically or horizontally. This can be used to avoid seams in-between non-tileable repeated textures.
Double-sided – Enables both sides of the object to be affected by the UVW data.
Mapping – Specifies the type and shape of the texture.
Rotate H – Specifies the amount to adjust the texture's horizontal rotation.
Flip H – Flips the environment sphere horizontally.
Rotate V – Specifies the amount to adjust the texture's horizontal or vertical rotation.
Flip V – Flips the environment sphere vertically. This option is active only in Spherical Mapping.
Ground – Enables ground projection of the texture.
Position X/Y/Z – Offsets the ground projection along the X/Y/Z axis.
Raduis – Specifies a projection radius. Can be used to control the scale of the projection.
2d Transformation – see 2D (UV channel) parameters.