Creating a New Texture
To create a texture resource:
1.
Select Window > Palettes > Resource Browser to open the Resource Browser.
2.
From the Resources list, select New Resource to display the New Resource menu.
3.
Select RenderWorks Texture.
The Edit Texture dialog box opens. Specify the shader parameters. Shader types and properties are described in RenderWorks Shader Definitions.
 
Select a color shader from the list, or choose Object Attribute to apply the object’s fill color attribute. Image-based shaders require the selection of an image file (see Creating Image-based Shaders). After selecting the shader, click Edit to edit the shader properties.
Select a reflectivity shader from the list (or select None to exclude this type of shader from the texture). Image-based shaders require the selection of an image file (see Creating Image-based Shaders). After selecting the shader, click Edit to edit the shader properties.
Select a transparency shader from the list (or select None to exclude this type of shader from the texture). Image-based shaders require the selection of an image file (see Creating Image-based Shaders). Mask-based transparency shaders create a transparent mask from an image based on specified settings. After selecting the shader, click Edit to edit the shader properties.
Select a bump shader from the list (or select None to exclude this type of shader from the texture). Image-based shaders require the selection of an image file (see Creating Image-based Shaders). After selecting the shader, click Edit to edit the shader properties.
Adjusts the preview position and magnification. Click Pan and drag the preview to the desired location. Click Zoom In or Zoom Out and then click and drag to create a marquee; this zooms in or out on a particular section of the preview. Click Fit to fit the preview to the window (according to Obj Size).
Select the type of preview object from the list; for procedural (non image-based) shaders, the Flat object type is automatically used to create a preview for OpenGL rendering to approximate the look of the solid shader
Opens the Radiosity Texture Options dialog box; specify if this texture should always participate in radiosity calculations (receive only or receive and emit light) when rendering with custom radiosity. (Allow Texture Override must also be selected in the Radiosity Optimizations dialog box. See Setting Custom Radiosity Options.) Object overrides supersede texture overrides.
4.
Click OK to create a texture with the name and properties specified in the Edit Texture dialog box. The texture displays in the Resource Browser and is saved with the file.
The texture preview in the Resource Browser uses the Flat preview object at twice the texture size for ease of identification.
If modeling a glass object (simple and accurate glass reflectivity shader) with a 3D polygon or other sheet-like 3D object, duplicate and offset the 3D polygon by a small amount so that rays are traced through the glass with both an entering and exiting surface.
Setting the Texture Size by Image
For image-based shaders, the real-world size of each texture repetition can be set based on a segment of the image.
To set the size of an image texture based on the image:
1.
2.
In the Edit Texture dialog box, click Set By Image. If several image-based shaders are used, select the shader with the desired image in the Choose Image dialog box.
The Set Image Size dialog box opens. Red handles flash briefly to indicate the location of the line segment.
3.
Specify the image length to use for sizing the texture by dragging the line segment into position, and then dragging the ends of the line segment. If necessary, use the mouse scroll wheel to zoom into and out of the image, or click and hold the mouse wheel button to pan.
When the line is indicating the desired real-world length, specify the real-world size for the line segment in Feature Size.
4.
Click OK to exit the Set Image Size dialog box and update the Size value.

Creating and Mapping Textures : Creating Textures : Creating a New Texture

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