| Texture | Fabric | Advanced | Render Tree Usage
Shader Type: Texture
Output: Color (RGB) value
Creates the impression of a woven cloth or fabric. It is particularly effective as either a color map or a bump map. You can use it to simulate many types of cloth by manipulating the various parameters.
For added realism, use large U and V ranges.
Name |
The shader’s name. Enter any name you like, or leave the default. |
Texture Space |
Defines the texture space the texture will be applied to. The projection can be defined per object or to all objects in the selection. Object Selection: Defines whether the texture will be applied to a specific object or all of a scene’s objects. Property Selection: Lets you choose a Texture Support. If no texture support has been defined, you can create one by clicking New. If a texture projection is already defined, you can edit it by clicking Edit. Edit: Opens the Texture Support property page for the defined texture projection. New: Defines the new texture projection to be created. You can choose from the following: • UV: Projects the texture along the U and V. • Planar XY: Projects the texture on X and Y coordinates only. • Planar XZ: Projects the texture on X and Z coordinates only. • Planar YZ: Projects the texture on Y and Z coordinates only. • Cylindrical: Projects the texture as though it is a cylinder wrapped around an object. • Spherical: Surrounds the object with a spherical mapping across the whole surface with some distortion. • Spatial: The texture is centered on the scene’s origin. • Cubic: Applies the texture onto the object by first assigning the object’s polygons to faces of a cube, and then projecting the texture onto each face by default. The layout of a cubic projection can be completely customized using the options in the Texture Support property editor. • Camera Projection: The texture is mapped relative to the camera’s center. In this coordinate system, the camera is the center of the “world,” with an up vector, looking toward the negative Z axis. The result resembles an image projected from a camera. The texture will move with the camera and will be affected by any scaling, rotation, and translation. • Unique Uvs (Polymesh): Applies a texture to polygon objects by assigning each polygon’s UV coordinates to its own distinct piece of the texture so that no two polygons’ coordinates overlap each other. • Advanced: Opens the Create Texture Support property page from which you can explicitly define a texture projection. |
Bump Mapping
Enable |
Switches bump mapping on or off. |
Bump Map Factor |
Defines how “bumpy” the bump map will be. A negative value inverts the bump inward; a positive bump map factor bumps outward. |
Use Alpha |
Uses the texture’s alpha channel to achieve a bump map. |
U, V Thread Color |
Defines the color of the U and V warp and weft threads. The thread colors then blend into the gap color to achieve a more rounded look. If this shader is applied as a bump map, set the thread colors to a non-0 Alpha value and the gap color to a 0 alpha value for best results. |
Gap Color |
Defines the color of the gap between the threads. |
Alpha
Copy Alpha to RGB |
Multiplies the RGB channels with the alpha channel by the factor defined in the Alpha Strength parameter. |
Alpha Strength |
Determines the factor by which the alpha is multiplied with the RGB channels. |
Variation
Width |
Applies random variations in the width of the threads, which makes the fabric seem more uneven and natural. With width variation at 0.1 and thread width at 0.7, the true thread width will vary between 0.6 and 0.7. A value of 0 reduces rendering time. |
Brightness |
Adds a variation in the brightness of the thread. Also helps make the fabric appear more natural. A value of 0 reduces rendering time. |
Randomness |
Defines how wrinkly the threads will be. Simulates an old, worn garment. This can also help lessen the aliasing problem when viewing the texture from a distance. |
Thread Width
U, V |
Defines the width of the U and V threads. When thread width = 1.0, the fabric texture becomes saturated with threads and the gap won’t show; when width = 0.0, the threads will vanish and simply leave the gap color. |
Wave Amplitude
U, V |
Causes the U and V threads to become wavy, thereby generating a better flow and making them less rigid and more realistic. |
Bump Mapping
Step |
Controls the U, V, and Z steps of a bump map. Use this parameter to “smooth” bumps or make them more jagged. |
Alternate
U, V, Z |
Specifies whether every other copy of the repetition should be reversed so that the successive copies of the texture are alternated. |
Repeats
Texture Repeats |
Contains the repetition factor in X,Y, and Z. A value of 2, for example, shrinks the texture so that it fits twice in a [0..1] interval. |
UV Remap
Minimum, Maximum |
Determines the remapping of the texture image. For a 2D image, only X and Y are used. |
Color parameters can be connected to other textures or image processing shaders. A texture’s scalar parameters can be altered to create interesting effects by applying Texture Generator shaders to them. For example, the Thread Width parameters can be controlled with the Vein Texture Generator shader.
A texture shader has limitless capabilities in a render tree. It can texture an object, be used as a camera or light projection, define bump or displacement maps, or be blended with any number of other textures to create any effect.
SOFTIMAGE|XSI v.6.01