TexBitmap

Essential parameters

이름 타입 기본값 권장값 노출 여부 값 범위
uvwgen plugin n/a X n/a
bitmap plugin n/a X n/a

Trivial parameters

아래 파라미터는 vrscene에 기록할 필요도 없고 사용자에게 노출할 필요도 없습니다.

  • compatibility_with: integer = 0, This is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, ...
  • alpha_from_intensity: integer = 0, If 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
  • invert: bool = false, If true, the resulting texture color will be inverted
  • invert_alpha: bool = true, If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
  • color_mult: acolor texture = AColor(1, 1, 1, 1), A multiplier for the texture color
  • color_offset: acolor texture = AColor(0, 0, 0, 0), An additional offset for the texture color
  • alpha_mult: float texture = 1, A multiplier for the texture alpha
  • alpha_offset: float texture = 0, An additional offset for the texture alpha
  • nouvw_color: acolor texture = AColor(0.5, 0.5, 0.5, 1), The color when there are no valid uvw coordinates
  • color: output acolor texture, The resulting color
  • out_transparency: output acolor texture, The resulting transparency
  • out_alpha: output float texture, The resulting alpha
  • out_intensity: output float texture, The resulting intensity
  • tile: integer = 1, 0: not tiling; 1: tile in UV; 2: tile in U; 3: tile in V; 4: tile in UV, but not filter tiling;
  • placement_type: integer = 0, The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
  • u: float = 0, U coordinate of the valid texture sector
  • v: float = 0, V coordinate of the valid texture sector
  • w: float = 1, Width of the valid texture sector
  • h: float = 1, Height of the valid texture sector
  • jitter: float = 0, Amount of random placement variation
  • tile_u: bool = false, If true there is horizontal tiling
  • tile_v: bool = false, If true there is vertical tiling
  • uv_noise_on: bool = false, If true the noise is enabled.
  • uv_noise_animate: bool = false, If true the noise is animated. Use "UV noise phase" to animate the noise.
  • uv_noise_amount: float = 1, UV noise amount
  • uv_noise_levels: float = 1, UV noise iterations
  • uv_noise_size: float = 1, UV noise size
  • un_noise_phase: float = 0, UV noise phase

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