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
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Signature |
RGB or RGBA values |
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Texture Map |
Image file to use as texture map |
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S Coordinate |
S coordinate (or global s) |
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T Coordinate |
T coordinate (or global t) |
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S Derivative |
Derivative with respect to s (see UV Project) |
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T Derivative |
Derivative with respect to t (see UV Project) |
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Wrap |
Determines how the image is evaluated when the texture coordinates are outside the range 0-1. The options are:
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Filter Type |
Type of anti-aliasing filter to be used for evaluation. The options are:
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Filter Width |
Filter width in both u and v directions. |
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Border Color |
Border color when Decal wrapping is used. |
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Extrapolate Derivatives |
Specifies whether derivative extrapolation should be used when computing anti-aliasing information. |
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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. |
Usages in other examples
| Example name | Example for | |
|---|---|---|
| Fire Pit example |
Material shader |
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| Down Hill Lava Flow |
Material shader |
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| FurBallWorkflow |
Fur surface node |
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| FurTextureMap |
Fur surface node |
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| InstanceRandomGeo |
Instance particle node |
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| RampReference | ||
| grass | ||
| StickyDonut |
Sticky object |