|Table of Contents|
Color A – Controls the darker color. When a texture is selected, it overrides the color as long as the texture checkbox is enabled.
Color B – Controls the lighter color. When a texture is selected, it overrides the color as long as the texture checkbox is enabled.
Size – Controls the scale of the procedural texture.
Invert Texture – Inverts the RGB texture values.
Alpha from Intensity – Uses the texture RGB intensity/luminance as alpha channel.
Color Gain – Corrects the color of the texture by multiplying the the RGB color values specified here with the RGB color values of the texture. When a texture is selected, it overrides the color as long as the texture checkbox is enabled.
Color Offset – Corrects the color of the texture by adding the RGB color values specified here to the RGB color values of the texture. When a texture is selected, it overrides the color as long as the texture checkbox is enabled.
Default Color – Specifies a default color for polygons with no valid UVs. In case the map is not tiles, the default color will be used outside the texture borders.
Use 3D Mapping – Enables or disables 3D mapping for the procedural texture. Note that his mode is not supported yet by the Hybrid (CUDA) engine.
Mode – Specifies the multiplication mode of the colors.
Multiplier – Multiplies the RGB numbers for each pixel of the top layer with the RGB number of the corresponding pixel from the bottom layer. The result is a darker picture.
Blend Amount– Takes each pixel from the top layer if present. Otherwise the bottom layer is used.
Color A – Controls the intensity of Color A. A texture map can be assigned here.
Color B – Controls the intensity of Color B. A texture map can be assigned here.
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 – Mirrors 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.