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A 3D texture
is an image that is defined for every point of the 3D space and thus, seems
to be sculpted in a material block.
In this section is provided detailed information on
capabilities common to all the 3D textures provided with Photo Studio
Optimizer. These common capabilities deal with the methods you can use to
apply your texture onto the object and with the parameters used to add
noise effects to your texture.
Each 3D texture is also described with its specific parameters further in
this guide and you can click the desired hyperlink below to display the
related documentation:
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A PSO (Photo
Studio Optimizer) license is required not only to create 3D textures, but
also to visualize them. |
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Mapping Types
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When accessing the Texture tab in the selected
3D texture properties, you can choose among 5 mapping types by clicking the
Change Mapping Type and Preview button: |
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The available
mapping types are: |
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These different
mapping types let you select the most appropriate mapping for the shape of
the geometry and are used for real time display only:
- Planar Mapping is
similar to a slide projector (a picture on a wall, for instance). You can
use it for textures with two privileged directions such as Chessboard or
Wall of Bricks
- Spherical Mapping
is similar to a painted light bulb. You can use it for textures that do
not have a privileged direction such as stone or raw metal
- Cylindrical Mapping
is similar to placing a label on a can of food. You can use it for
textures having a privileged direction such as shiny metal or marble
- Cubical Mapping is
similar to wrapping a box
- Adaptive Mapping
lets you choose between two mapping types: Automatic or
Manual.
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Automatic adaptive mapping automatically creates a planar
mapping on each object face.
Manual adaptive mapping gathers
together faces which have close normal vectors. For each group of faces,
a unique planar mapping is applied. The precision value defined using the
slider modifies the tolerance used during the grouping process: the lower
the precision, the more faces with greatly different normal vectors are
gathered together. This manual mapping enables textures to cross slightly
sharpen edges, thus providing higher visual quality.
This mapping type is especially relevant for materials with no
specific orientation such as leather or wood for example.
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Noise Parameters
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Noise parameters
compute a value that will be used to perturbate artificially the point
coordinates (x, y, z).
Each point is associated to a color map. When you define a noise value ( )
for a given point ( ), the
resulting color will be the one of the perturbated point =
+
.These parameters are defined
in the texture properties and, more specifically, in the Deformation area.
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When applying a
Marble, Vein, Alternate Vein or Rock
texture, the following parameters are available:
Let's look more carefully at each of the above-mentioned
noise parameters: |
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- Amplitude: coefficient applied to the values defined for
Complexity, Perturbation and Gain. The
greater the coefficient value, the more irregular the veins.
This enables to give realism by increasing the number of details of
textures. If set to 0, the veins are linear.
Note that this parameter is available only when applying a Vein or
Alternate Vein texture.
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Complexity: sum of the perturbations applied
by the application. Setting this parameter to "1" means that the
perturbation effect is applied once
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Perturbation: applies a kind of
"pixellisation" to the texture. This parameter is relevant only when used
in combination with Complexity (i.e. Complexity
value must be other than "0"). Perturbation parameter has a minor impact
on final result
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Gain: applies a grainy effect to the texture.
This parameter must be used in combination with Complexity and
Perturbation. You can choose values comprised between 0 and 1
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Attenuation: makes the color look more or less
dark.
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The following are
samples of deformation applied to a Rock texture with different complexity,
perturbation and gain values: |
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