Toolbox Window - Edit/Build Mode - Texture Tab
This page covers the Texture tab of the toolbox window in Edit and Build modes. This tab is shown in the image to the right. The upper section of this window is described here.
In Edit mode, fields will be unavailable if the object is not modifyable.
NOTE: The term “Object” is used to refer to a single unlinked prim, or to a linked set of prims.
Note that the overall properties of a linked set are the same as the properties of the root prim.
NOTE: All of the texture parameters described below apply to all selected faces of an object. If you have not selected any explicitly, then the entire object will be affected by any changes made.
Opens the color picker
, which may be used to tint the object.
Transparency: This allows you to make the selected face(s) or object(s) partly transparent. The value is expressed as a percentage, with the maximum being 100% (totally transparent).
Glow: Causes the object to glow. Note that Glow does not imply light; Glow is a very different visual effect. Glow can vary from 0 (totally off) to 1.
Full Bright: Check to exclude selected faces from external lighting and shadow effects and render them at full, neutral brightness. Commonly used on screens displaying media and information signs. And often overused to ill-effect on plants and buildings.
Then there is a drop-down menu which allows you to select what kind of information the prim (or prim face) will show: a texture or media.
Use this mode to apply standard textures to an object. Aside from that, you can also apply bump (normal) and shiny (specular) images for added effects24). This combination is known as materials.
The drop-down to the right allows you to select which of these three types of images you are working with. Depending on the current seelction, the options immediately below will vary.
Texture Picker: Opens a window from which you may select a new texture to used for the texture shininess.
Or you can leave that blank and use one of the old-style values (low, medium, high) - or none.
Glossiness: This controls the “glossiness”, or the roughness, of the reflected light on a surface. The lower this value is, the “rougher” the light reflectance is, while the higher the value the “sharper” the light reflectance is. When the normal map’s alpha channel is present, the specular exponent map contained in it is modulated by this parameter.
Environment: Modulates the intensity of the environment on the surface as a whole.
Color: Tints the light reflected from the object; this value is combined with any value from the color for the pixel as specified in the Specular Map, if any.
Texture Channel Encoding
How the renderer will treat each color value in a texture image channel.
|Parameter ||Red ||Green ||Blue ||Alpha
|Diffuse Map ||Red ||Green ||Blue ||selectable; see alpha mode
|Normal Map || Normal X Axis ||Normal Y Axis ||Normal Z Axis ||Specular exponent
|Specular Map ||Red ||Green ||Blue ||Environment intensity
Media is usually applied to single faces of a prim, so before starting, select a specific face.
Click the Choose… button to select a media URL. The media settings window opens. Specify the URL to display and select other parameters as appropriate.
To change the URL, click the Choose… button again; to remove the media altogether, click the Remove button.
The Align button automatically stretches and aligns media to fit the face(s) it's displayed on. Align relies on the Size setting in Media Settings to determine the correct aspect ratio.
The remainer of this tab of the Toolbox applies both to textures and media.
How textures are mapped onto the object. A typical use for Planar is reducing distortion on angled surfaces. There is a Torley tutorial on planar mapping here
Horizontal/Vertical Scale: Sets how many times the applied texture is repeated. Use Flip to reverse the texture's orientation.
Repeats / Meter: Sets how many times the texture is repeated per meter.
Rotation: Rotates the texture on the selected face(s) or object(s).
Horizontal/Vertical Offset: Shifts the center of the texture relative to the center of the face. Generally used to align textures across objects.
Note that if you select a specific face, you can press and hold the Control key to manually drag the texture across the prim face.
Align planar faces: This can be used to align textures of different prim faces, a very handy tool. It requires that the faces have Planar texture alignment. Select all the faces, then click this box. The textures will align to the last face selected.
Synchronize materials: If you enable this, then any changes made while editing (for example) the bumpiness parameters will also be applied to the other two (etxture and shininess).
Then there are two buttons:
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See this page for documentation on Firestorm 4.4.2 (34167) and earlier.