GIG reference manual

TextureEditor

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Section contents

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Introduction

The TextureEditor is a seperate tool that allows the user to create textures in an advanced environment. These textures can be used in a later stage in GIG by putting those textures to tags of the current model or by saving them as attributes and retrieving them in a later stage in GIG.

With the TextureEditor the GIG user can:

  • manipulate textures and maps in a symbolic and visual manner

  • interactively change parameters of textures and maps

  • assign textures to solids or save them as attributes
  • For interaction purposes, there is a preview window which will give an idea of how the texture will appear on objects. One should realize that this preview is not raytracing and that the final result in a raytraced image might differ in several respects from the preview shown in the TextureEditor.

    Terminology

    A texture consists of properties that determine an object's appearance in a raytracing environment while interacting with lighting and cameras. The symbolic appearance of a texture consists of a number of parameters which can be given values. These values can be numbers, colors or maps.
    Outside of the TextureEditor, textures appear as attributes.

    A map, besides being the value of a texture parameter, can also have an independent existence in the TextureEditor. The action of using such a map as value for a texture parameter is called `plugging'. A map can be numerical, color-valued, or a bumpmap. Like a texture, a map can have parameters, with the same possibilities. (A map parameter can itself have a map as value)
    Outside of the TextureEditor, maps are still maps. If you save a map under a specific name, you can use that name outside of the TextureEditor. For example, you can type `??' in the entry box of the background render option, and choose it to create a background map.

    Visualization

    For visualization purposes, rendering in a special file format is needed. Several example files in this format are available. If there is a special object for texture visualization, such a rendering can be created in the render menu with render texted. Again, there is no direct connection between the object that is used for visualization in this way, and the object to which a texture is assigned. The user has the opportunity to use the same object for both purposes.

    The following should be kept in mind:

  • The lights in the TextureEditor have no connection whatsoever with lighting in the rest of GIG. By definition there are two virtual light sources. One is at an infinite distance. Only the direction of entering light can be influenced. The second light source is 100ambient, coming from all directions. The total intensity and the mixing of these two light sources can be controlled by the user.

  • Especially the way in which some bump maps are visualized can differ from raytracing.

  • In the TextureEditor preview environment two maps are by default available: a transparency map and a reflection map. They can be replaced with user defined maps. Note that these maps are not by default available in the GIG environment. The maps have the sole purpose of showing the transparency and reflection of a texture in the preview window.
  • Menu and Working Area

    The screen area is divided into two parts: the Menu Area at the bottom of the screen, and the working area at the top. The working area is divided into three vertical parts, one for the Texture Preview window and its display boxes, and two areas for editing the textures. These areas can contain Texture Frames and/or Map Frames . The areas may be shifted depending on the position of the Texture Preview window.

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