Texture Browse (MenuBut)
Select an existing Texture from the list provided, or create a new Texture Block.
[point]Clear (But)
The link to the Texture is erased.
[point]Users (But)
If the Texture Block has multiple users, this button displays the total number of users. Press the button to make the Texture "Single User". An exact copy is made.
[point]Auto Name (But)
Blender assigns a name to the Texture.
[point]Mapping: Texture input settings.
These buttons pass extra information to the Texture.
[point]Stencil (TogBut)
Normally, textures are executed one after the other and laid over one another. A second Texture channel can completely replace the first.
With this option, the mapping goes into stencil mode. No subsequent Texture can have an effect on the area the current Texture affects.
[point]Neg (TogBut)
The effect of the Texture is reversed.
[point]RGBtoInt (TogBut)
With this option, an RGB texture (affects colour) is used as an Intensity texture (affects a value).
[point]R, G, B (NumSli)
The colour with which an Intensity texture blends with the current colour.
[point]DVar (NumSli)
The value with which the Intensity texture blends with the current value.
[point]Mapping: output to.
[point]Col (TogBut)
The texture affects the basic colour of the material.
[point]Nor (TogBut)
The texture affects the rendered normal. Only important for Image textures. The "Stucci" texture does this itself.
[point]Csp (TogBut)
The texture affects the specularity colour of the material.
[point]Cmir (TogBut)
The texture affects the mirror colour of the material, filtered with
Mir-RGB sliders.
[point]Ref (Tog3But)
The texture affects the value of the material's reflectivity. There are three settings; the third setting reverses the effect
[point]Spec (Tog3But)
The texture affects the value of specularity of the material. There are three settings.
[point]Hard (Tog3But)
The texture affects the hardness value of the material. There are three settings.
[point]Alpha (Tog3But)
The texture affects the alpha value of the material. There are three settings.
[point]Emit (Tog3But)
The texture affects the "Emit" value of the material. There are settings.
[point]Mapping: output settings.
These buttons change the output of the Texture.
[point]Mix (RowBut)
The Texture blends the values or colour.
[point]Mul (Rowbut)
The Texture multiplies values or colour.
[point]Add (RowBut)
The Texture adds the values or colour.
[point]Sub (RowBut)
The Texture subtracts values or colour.
[point]Col (NumSli)
The extent to which the texture affects colour.
[point]Nor (NumSli)
The extent to which the texture affects the normal (not important here).
[point]Var (NumSli)
The extent to which the texture affects a value (a variable).
[subsection]The MaterialButtons, Halos
If a Material has the option "Halo" ON, a number of buttons change to
specific halo settings. Lens flares can also be created here. Halos
are rendered on the 3D location of the vertices. These are small,
transparent round spots or pictures over which circles and lines can
be drawn. They take Blender's Zbuffer into account; like any 3D
element, they can simply disappear behind a face in the forefront.
Halos are placed over the currently rendered background as a separate
layer, or they give information to the alpha layer, allowing halos
to be processed as a post-process.
Only Meshes and Particle Effects can have halos. A Mesh with a halo is
displayed differently in the 3DWindow; with small dots at the position
of the vertices. Halos cannot be combined with 'ordinary' faces
within one Mesh. Only one Material can be used per 'halo' Mesh.
[point]Flare (TogBut)
Each halo is now also rendered as a lens
flare. This effect suggests the reflections that occur in a camera
lens if a strong light source shines on it.
A Flare consists of three layers:
- the ordinary halo, which has a 3D location, and can thus disappear behind a face.
- the basic Flare, which is the same halo, but possibly with other dimensions. This is placed over the entire rendering as a post-process.
- the sub Flares, multi-coloured dots and circles, that are also placed over the entire rendering as a post-process.
The "HaloSize" value not only determines the dimensions, but is also
used to determine the visibility - and thus the strength - of the
Flare rendered in the post-process. This way, a Flare that disappears
slowly behind a face will decrease in size at a corresponding speed
and gradually go out.
[point]Rings (TogBut)
Determines whether rings are rendered over the basic halo.
[point]Lines (TogBut)
Determines whether star-shaped lines are rendered over the basic halo.
[point]Star (TogBut)
Instead of being rendered as a circle, the basic halo is rendered in the shape of a star. The NumBut "Star" determines the number of points the star has.
[point]Halo (TogBut)
Turn this option OFF to return to a normal Material.
[point]HaloTex (TogBut)
Halos can be given textures in two ways:
- "HaloTex" OFF: the basic colour of each halo is determined by the texture coordinate of the halo-vertex.
- "HaloTex" ON: each halo gets a complete texture area, in which, for example, an Image texture is displayed completely in each basic halo rendered.
[point]HaloPuno (TogBut)
The vertex normal ("Puno" in Blender's turbo language) is used to help
specify the dimension of the halo. Normals that point directly at the
Camera are the largest; halos with a normal that point to the rear are
not rendered. If there are no vertex normals in the Mesh (the Mesh
only consists of vertices) the normalised local coordinate of the
vertex is used as the normal.
[point]XAlpha
Extreme Alpha. Halos can 'emit light'; they can add colour. This
cannot be expressed with a normal alpha. Use this option to force a
stronger progression in the alpha.
[point]Ring (RowBut)
With this option ON, the colour of the rings can be mixed with the RGB sliders.
[point]Line (RowBut)
With this option ON, the colour of the lines can be mixed with the RGB sliders.
[point]Halo (RowBut)
With this option ON, the colour of the basic halo can be mixed with the RGB sliders.
[point]R, G, B (NumSli)
Use these sliders to mix the indicated colour.
[point]HaloSize (NumBut)
The dimension of the halo.
[point]Alpha (NumSli)
The degree of coverage of the halo.
[point]Hard (NumSli)
The hardness of the halo, a large value gives a strong, concentrated progression.
[point]Add (NumSli)
Normally, the colour of halos is calculated during rendering, giving a light emitting effect. Set the "Add" value to 0.0 to switch this off and make black or 'solid' halos possible as well.
[point]Rings (NumBut)
The number of rings rendered over the basic halo.
[point]Lines (NumBut)
The number of star-shaped lines rendered over the basic halo.
[point]Star (NumBut)
The number of points on the star-shaped basic halo.
[point]Seed (NumBut)
'Random' values are selected for the dimension of the rings and the location of the lines based on a fixed table. "Seed" determines an offset in the table.
[point]FlareSize (NumBut)
The factor by which the post-process basic Flare is larger than the halo.
[point]SubSize (NumBut)
The dimension of post-process sub Flares, multicolured dots and circles.
[point]FlareBoost (NumBut)
This gives the Flare extra strength.
[point]Fl.seed (NumBut)
The dimension and shape of the sub Flares is determined by a fixed table with 'random' values. "Fl.seed" specifes an offset in the table.
[point]Flares (NumBut)
The number of sub Flares.
-cw-
Last modified: Tue Oct 24 15:14:52 CEST 2000