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Page Contents

 

Overview


The Bulge texture map is similar to the Grid texture but adds in the feature of acting as if the grid lines are constraining the texture and the texture is inflated from beneath it. It is most often used as a bump map, but can also be used to simulate transparency as well. When used as a bump map it gives an inflated look.

 


Parameters




 

U Width – Set the thickness of the horizontal lines.

V Width – Sets the thickness of the vertical lines. For more information, see the U Width and V Width example below.

 

Color Manipulation

 

Invert Texture   Inverts the RGB texture values. 

Alptha 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. A texture map can be used for this parameter, as long as the 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. A texture map can be used for this parameter, as long as the 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. A texture map can be used for this parameter, as long as the checkbox is enabled. 

 

 


 

Example: U Width and V Width

 

 


U Width:0.1
V Width: 0.1

 

 


U Width: 0.1
V Width: 0.3

 

 


U Width: 0.3
V Width: 0.1

 

 


U Width: 0.3
V Width: 0.3

 

 

 

 


 

Texture Placement



 

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. 

 

Environment 




Mapping – Specifies the type and shape of the texture. 

Angular
Cubic
Spherical
Mirror Ball
Screen

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.