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  • Method: Tile your texture in X axis, Y axis, both the X and Y axis, or do not use any tiling at all (no repeat).
  • Relative/Meters: The amount of tiling for a texture can be set in the texture coordinates (Relative), or in real scale in meters (Meters). Maxwell Render will use a 1m x 1m x 1m UV set for the texture when the Meters option is selected, regardless of the actual size of the object and what other UV sets may be applied to the object. This is very useful to create re-usable materials which can simply be dragged & dropped on an object of any size. For example, if you want to create a material with 25cm tiles, check the Meters mode, and set the tiling for both X and Y axis to 0.25. Now you can drop this material on a floor of any size and your tiles will always be 25cm. For more detailed info see the page Working with materials in Studio.
  • Repeat: Specify the tiling amount (number of repetitions of the texture) in the desired axis.

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The Image Properties area is an image editor where you can make simple adjustments:

  • Invert: Invert the loaded texture. This is useful for black & white textures used as a weightmap or mask.

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  • Alpha Only: On RGBA images (images that contain its Alpha channel embedded), this option considers only the Alpha channel, mainly for masking purposes.

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  • Interpolation: Turning this option on applies filtering to a texture, which may be useful to avoid pixelization when rendering close-ups of smaller textures. Filtering is

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  • useful mostly for displacement textures – to smooth out the displaced surface – especially when using 8bit textures. It is recommended to keep this option turned off for regular textures (color, bump, weightmaps, etc.) to avoid blurring them.

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  • Brightness/Contrast/Saturation: Common image editing options useful for fine-tuning a texture without having to use an external image editing application.

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  • RGB Clamp: Adjust the levels of your image. This function enables you to specify the maximum darkest or brightest values in the texture. For example, if you change the min Clamp from 0 to 30, any value in the texture darker than RGB 30 will be set to 30.

 

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