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