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| Axis |
| These drop down list selects the controlling axis for the texture. Where a texture can be mapped planar, cylindrically or spherically this control defines the axis of application. For planar mapping the texture is applied perpendicular to the selected axis. For spherical and cylindrical mapping the texture is wrapped around the selected axis. For textures where the mapping selection is not available the axis selects how the texture is applied. For example, the axis along which a linear gradient runs or the direction of the flames for the firewall texture. Either way this controls allows the texture to be orientated to a particular axis where a texture has an orientation. |
| Mapping | ||||||||
This control allows the mapping of the texture to be selected. Some textures,
like fBm, are inherently three dimensional and do not require any mapping.
However, textures like brick are two dimension and are required to be wrapped
to the object. There are four potential wrapping methods: Planar is simply
flat mapping to two axis, cubic mapping attempts to map the texture into 3D,
cylindrically mapping is simply wrapping the texture around the object and spherical
mapping does the same but also wraps the textures at the poles. With some textures
they cannot be mapped in a cubic mode even though that mode can be selected. Here the
texture will simply be mapped in a planar fashion. All of the mapping modes are some below:
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| Scaling |
| These controls allow the texture to be scaled independently in any direction. For the majority of the texture mapping modes these are simple linear scaling. However, for cylindrical and spherical mapping they are slightly different. The scaling works the same for the axis around which the texture is mapped so scaling Y in a texture wrapped around Y axis will simply scale the texture is that direction. The two other scaling values control the scale around the mapping. The scale around the mapping determines many times the texture repeats around the object. The easiest way to understand how this works is to start by setting the two scaling values opposite to the axis around which the texture is being mapped to 1. The means that the texture will wrap once around the object. If you set one of the values to 0.5 the texture will repeat twice and so 0.25 will repeat four times. The important thing to bear in mind is that the number times the texture repeats is one divided by the two scaling values multiplied to together. So setting them both to 0.25 gives a repeat of 16, (1 over 0.25 * 0.25 ). Also, if the repeat value is not a whole number then there is the possibility of getting a seam as you may get a partial feature of the texture. |