Textures

This page describes features that can be set on the Textures tab in standard mode.

Texture Tab Settings and Features

The settings and features of the Texture tab (Standard mode) on the material Properties panel are described here.

Texture
A Texture assignments Selects texture and coordinator combinations from a pull-down menu.
B Texture List Settings for textures attached to a material are gathered together on separate tabs.
When adding a texture using Add, tabs for Textures 0 through 2 are added.

Texture assignments

Select texture and coordinator combinations from the pull-down menu.

Texture Assignments (Standard Mode)

When assigning a coordinator to a texture number, the numeric value located below that texture number indicates the number of the coordinator to be used.

Taking the above figure as an example, if coordinator combinations are set to 0 1 2 0, they will be combined with texture numbers as follows.

Texture List

Settings for textures attached to a material are gathered together on separate tabs.

When adding a texture using Add, tabs for Textures 0 through 2 are added.

Image

You can attach a texture loaded into CreativeStudio to a material by selecting that texture.

Texture Image (Standard Mode)

Displays information such as the format and pixel size of the attached texture.

Texture coordinators

You can use a texture coordinator to set the texture mapping method and the UV coordinate scale, rotate, and translate.

Up to three texture coordinators can be used.
The number of UVs set in the intermediate file output from a 3DCG tool is automatically decreased.

Texture Coordinator for a Texture (Standard Mode)

Textures that share a coordinator can be changed by making selections under Texture assignments.

Note: Due to the hardware specifications, only the UV coordinates of Texture coordinator 0 can be displayed accurately.
The UV coordinates of Texture coordinator 1 displays distorted.
Texture coordinator 2 cannot be used for UV coordinates.

Mapping method

Selects the mapping method from a pull-down menu.

For details on the types of mapping methods, click here.

Mapping method Description
Texture coordinates Selects a mapping method that uses texture coordinates.
This also specifies a UV set when texture coordinates have been selected.
Camera cube coordinates Selects the use of texture coordinates generated by the texel process based on normal vector information for the polygon model loaded from the vertex buffer.
This allows expressions where the surrounding scenery is reflected when the viewpoint is changed by referencing a single texture image that includes image information for each of the six directions surrounding the polygon model.
Camera sphere coordinates Selects the use of texture coordinates generated by the texel process based on normal vector information for the polygon model loaded from the vertex buffer.
This allows expressions where the surrounding scenery is reflected by referencing a single image that should be reflected by a polygon model.
projection Selects the use of texture coordinates generated by the texel process based on vertex coordinates for the polygon model loaded from the vertex buffer.
All texture coordinates generated are mapped within a range of 0.0 and 1.0 in both the U and V directions.

Note: The camera sphere coordinate system has changed beginning from version 0.8.0.
・ Version series 0.7 Perspective Projection camera
・Version 0.8.0: Orthogonal Projection camera
Note that because of this change, sphere environment mapping looks different than it did in versions up through CreativeStudio Version 0.7.

projection

Sets the camera number added on the scene environment Properties panel for the enabled camera number to use for projection when projection is selected as the mapping method.

Texture Coordinator for a Texture (Standard Mode)

Note that settings are not applied if a camera is not selected on the scene environment Properties panel.

For details on the scene environment Properties panel, click Here.

Tiling

Texture tiling can be selected using a pull-down under CreativeStudio.

Texture Repeat Settings (Standard Mode)

The following four tiling methods are available. Settings can be made in both the U and V directions.

Tiling Methods Description
Repeat Repeats the texture.
Mirror Repeatedly mirrors the texture.
Clamp Extends the color at the edge of a texture.
Clamp border color Fills the region outside the texture area with the specified border color.

Filtering

From the pull-down menu, select and set the filtering to use when mapping textures.

Filter settings can also be made when using mipmapping.

Texture Filter Settings (Standard Mode)

The following two filter settings are available. Either can be set for enlargement or reduction.

Filtering Description
Nearest Corresponding pixels are strictly referenced without interpolation during pixel color determination.
This causes each texel to be displayed boldly.
Linear Neighboring texel colors are interpolated during pixel color determination.
This causes the texture image to be displayed smoothly.
Mipmapping

Allows the LOD minimum level and LOD bias to be set.


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