Acts as a placeholder for shaders as well as lets you define how the hardware will display textures in the Textured view of a viewport.
To Display: Double-click the (orange) material node in the render tree.
Name |
Defines the material’s name. If imported from SOFTIMAGE|3D, the material will keep the same name. When saving the material as a preset, the material node will adopt the preset’s name. |
Hardware Display
Texture Selection: |
Lets you define what to display on the object in the textured OGL view. No OGL Texture: No texture is displayed on the object. Track render tree: Displays the output of the render tree. Track Shader: Displays the output of a specific shader. Select the shader from the Tracked Shader drop-down menu. Use specific Image/UV Pair: Displays a specific image, projected by a specific texture projection. Use the Image Clip and UV Property drop-down menus to specify the image and UV property respectively. |
Shader |
Lets you define which image shader will be displayed in the textured OGL view. |
Image Clip |
Lets you define which image clip will be displayed in the textured OGL view. |
UV Property |
Lets you define a texture projection to use when viewing a texture in the textured OGL view. |
Inspect Current Image Clip |
Opens the tracked image clip’s property editor. |
Texture Display Mode |
Shaded (Modulate): Displays textures as they are affected by a scene’s lights. Constant (Decal): Displays textures in a bright, constant illumination, unaffected by light and shadows. |
Wrap U, V |
Clamp: Places the texture on an object in a single application. If the texture is smaller than the object, the texture is not repeated across the object. Repeat: Unlike Clamp mode, Repeat mode tiles the texture until the object is covered. |
Vertex Color Property |
Displays a color at vertices property on the object in the textured OGL view. |
SOFTIMAGE|XSI v.6.01