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All texture maps are assumed to be square. If the image used is not square it will be stretched/compacted into a square texture map, possibly deforming the texture.

The size of all texture maps is equal to one unit of the currently defined Space Unit in the Model space. For example if the Space Unit is set to inches the all texture maps are 1in. by 1in. If the Space Unit is in millimeters then the texture map is 1mm. by 1mm. The resulting texture can then be modified by scaling.

There are several parameters that control how texture maps affect a material.

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Browse

The browse button opens a File Open dialog from which you can browse for a texture map file (supported file formats are JPEG, GIF, PNG, BMP).

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NOTE: This feature is not yet implemented and will inactive in the current application from future versions of the RedSDK editor.

Offset U

This offsets the texture map horizontally. Each unit of offset equals 1 Space Unit (mm, in. etc.) as specified in the Model space.

Offset by 0.5 Horizontally
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Offset V

This offsets the texture map vertically. Each unit of offset equals 1 Space Unit (mm, in. etc.) as specified in the Model space.

Offset by 0.5 Vertically.
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Scale U

This scales the texture map horizontally. The value specifies the number of time the texture map will fit in 1 Space Unit (mm, in. etc.) as specified in the Model space. For example if the Space Unit is 1 inch, and if the scale is set to 2, the texture map will repeat 2 times within 1 inch. If the scale were changed to 0.2 it would take 5 inches to display the entire texture map.

Scaled by 2 Horizontally.
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Scale V

This scales the texture map vertically. The value specifies the number of time the texture map will fit in 1 Space Unit (mm, in. etc.) as specified in the Model space. For example if the Space Unit is 1 inch, and if the scale is set to 2, the texture map will repeat 2 times within 1 inch. If the scale were changed to 0.2 it would take 5 inches to display the entire texture map.

Scaled by 4 Vertically.
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...

This Rotates the texture map by the number of degrees specified.

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Hinweis: TurboCAD hat verschiedene definierte Muster. Weitere Informationen zur Anwendung von eigenen Bildern als Muster finden Sie unter

Der zweite Parametersatz im Render-Manager bestimmt das Materialmuster. Zunächst sind zwei Optionen verfügbar: Farbe oder Textur.

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Wenn eine Farbe eingestellt wird, nimmt das Material diese Farbe an.

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Wenn eine Texturzuordnung eingestellt wird, nimmt das Material die Farbe des zugeordneten Bilds an.

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Weitere Informationen über BIld-/Texturzuordnungen finden Sie unter Bild-/Texturzuordnung.