GIG reference manual

TextureEditor maps manual

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Section contents

Introduction

In this manual, a description of each map type in the TextureEditor maps list will be given. The maps may be used individually and plugged into the texture parameters, or they may be combined to create new maps. To do this, it will be necessary to understand the underlying structure of the maps. Going through a few of the examples in the maps tutorial will help a lot in learning and using them.

A naming convention is used for all maps to make sure that the maps will be plugged in the right parameter of a texture or other map. Map names have the following part names:

All two dimensional map names begin with 2d_. They will be wrapped around the surface according to the surfaces own uv coordinates. In most surfaces, the u coordinate runs from zero to one horizontally. This means that there will be a seam where zero meets one on the surface.

Three dimensional maps will have no visible seams when applied to three dimensional objects. Their names begin with 3d_.

The part names value, color, or bump refer to the result of the output and type of the map.

The last part of the map name gives a description of the map.

Map Classes

Basic maps

The first class is the basic map. This map does only one thing -- it creates a pattern of values or colors. For example, 2d_value_checker can be used to create a basic checkerboard pattern.

2d basic maps

3d basic maps

Modifier maps

The other class, that contains most maps, is the modifier map. It is used to modify other maps. These maps are often very complex but also extremely powerful.

Modifier maps need another map to be plugged-in, which can then be modified. Every modifier map has a parameter for a map. This map may be a modifier map again. Modifier maps are not visible in the Texture Preview window when you click on them; they only become visible when another map is plugged into them.

value modifier maps

color modifier maps bump modifier maps

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