Texture VEX node

Computes a filtered sample of the texture map specified and returns an RGB or RGBA color.

See also: Color Map, Environment Map, Shading Layer Parameter, Texture 3D

This operator computes a filtered sample of the texture map specified and returns an RGB or RGBA color. If the image does not have an alpha channel (e.g. a JPEG image) and the operator returns RGBA, the alpha will be set to 1.

With no texture coordinates given, the values of the global s and t variables are used to index the texture. If both derivative inputs (ds and dt) are connected, s and t will represent the center of a square whose bottom-left and upper-right corners are (s-ds,t-dt) and (s+ds, t+dt) respectively .

To layer a texture on top of another using layered texture attributes already assigned to geometry, pipe the output of the Shading Layer Parameter into Vector To Float, then connect fval1 and fval2 to this operator’s s and t inputs, choosing the RGBA signature and Decal wrapping. Then connect the color output to a Vector4 To Vector operator to separate the RGB from the alpha. Put down a Mix operator and connect the RGB color to input2, the alpha to the bias and any previous Texture’s color to input1. Repeat this procedure as needed.

Parameters

Signature

RGB or RGBA values

Texture Map

Image file to use as texture map

S Coordinate

S coordinate (or global s)

T Coordinate

T coordinate (or global t)

S Derivative

Derivative with respect to s (see UV Project)

T Derivative

Derivative with respect to t (see UV Project)

Wrap

Determines how the image is evaluated when the texture coordinates are outside the range 0-1. The options are:

Repeat

(string value “repeat”). The image map repeats outside the range 0 the range 0 to 1. Basically, the integer component of the texture coordinate is ignored.

Streak

(string value “streak”). Texture coordinates are clamped to the 0 to 1 range.

Decal

(string value “decal”). Coordinates outside the range 0 to 1 will evaluate to the border color rather than an image color.

Filter Type

Type of anti-aliasing filter to be used for evaluation. The options are:

Box

(string value “box”)

Gaussian

(string value “gauss”)

Bartlett/Triangular

(string value “bartlett”)

Sinc Sharpening

(string value “sinc”)

Hanning

(string value “hanning”)

Blackman

(string value “blackman”)

Catmull-Rom

(string value “catrom”)

Mitchell

(string value “mitchell”)

Point Sampling

(string value “point”)

Filter Width

Filter width in both u and v directions.

Border Color

Border color when Decal wrapping is used.

Extrapolate Derivatives

Specifies whether derivative extrapolation should be used when computing anti-aliasing information.

Interpolate MIP Levels

Specifies whether RAT files should interpolate between different MIP levels. If enabled, it will help remove discontinuities when different MIP levels of a RAT file are accessed. However, the results of texture evaluation will be slightly softer (i.e. blurrier) and will take twice as long to compute.

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