Texturing

Textures are images that control the visible properties of an object across its surface. You can use textures to define everything from basic surface color to other characteristics like bumps or dirt. Textures can also be used to drive a wide variety of shader parameters, allowing you to create maps that define an object’s transparency, reflectivity, bumpiness, and so on.

This section describes tools and methods for texturing objects in Autodesk® Softimage®.

Applying and Editing Textures
Describes how to apply a bitmap file or other image as a texture, specify a projection, modify the projection using the texture support, and set other options.

Working with UVs in the Texture Editor
Contains detailed information about editing an object’s UV coordinates to control how different parts of a texture correspond to an object’s surface.

Blending Textures with Texture Layers
Explains how to apply textures in layers, as well as how to use either the texture layer editor or the render tree to work with texture layers and control how they are blended together.

Controlling Surface Attributes with Maps
Describes ways of driving various object attributes, such as bump mapping, transparency, reflection, and so on using textures.

Baking Surface Attribute Maps
Describes how to use the RenderMap property to bake complex texture, illumination and other surface information into texture images that can be re-used in the scene.

Transferring Surface Attributes (Ultimapper)
Describes how to use Ultimapper to bake and transfer surface attributes from a high-resolution object to a low-resoulation object.

Working with Tangent and Binormal Maps
Describes how to apply and work with tangent and binormal maps. Tangents and binormals are necessary for accurate normal mapping and other realtime per-pixel effects such as bump mapping.

 



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