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toolmap_editor [2023/03/17 17:34] – steph.jorgensen | toolmap_editor [2023/03/29 16:56] (current) – steph.jorgensen | ||
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{{:: | {{:: | ||
+ | =====Map source===== | ||
+ | |||
+ | Map sources can be image files, color gradients, or noise patterns. | ||
+ | |||
+ | ^ **Property** ^ **Description** ^^ | ||
+ | |**File**|Load an image file as the map.|| | ||
+ | |::: | ||
+ | |**Linear gradient**| Use a linear gradient color pattern for the map.|| | ||
+ | |::: | ||
+ | |::: | ||
+ | |::: | ||
+ | |::: | ||
+ | |**Radial gradient**| Use a radial gradient color pattern for the map.|| | ||
+ | |::: | ||
+ | |::: | ||
+ | |::: | ||
+ | |**Noise**| Use a noise pattern for the map.|| | ||
+ | |::: | ||
+ | |::: | ||
+ | |::: | ||
+ | |::: | ||
=====Adjustments===== | =====Adjustments===== | ||
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All adjustments can be done in real-time. Any adjustments made to the loaded textures will be baked in when the tree is exported. | All adjustments can be done in real-time. Any adjustments made to the loaded textures will be baked in when the tree is exported. | ||
- | + | ^^**Property**^**Description**^ | |
- | ==Channel== | + | |**Channel**|This option is available only for grayscale maps, such as Opacity or Gloss. A texture file may have multiple channels: red, green, blue, and possibly alpha. This option lets you choose which channel to use for this map. Luminance, which is the grayscale version of RGB, is also an option.| |
- | This option is available only for grayscale maps, such as Opacity or Gloss. A texture file may have multiple channels: red, green, blue, and possibly alpha. This option lets you choose which channel to use for this map. Luminance, which is the grayscale version of RGB, is also an option. | + | |**sRGB to Linear**|All rendering in the SpeedTree Modeler is done in linear space. That is, with no gamma adjustment applied. Enabling this option converts a texture from sRGB (the most common image gamma) into linear space for rendering. If your texture is already in linear space (which is rare), then disable this option.| |
- | + | |**Normalize**|This option is available only for grayscale maps, such as Opacity or Gloss. Normalize will rescale the texture data so that it uses the entire black to white range.| | |
- | ==sRGB to Linear== | + | |**Invert**|This inverts the texture. White becomes black, and vice-versa.| |
- | All rendering in the SpeedTree Modeler is done in linear space. That is, with no gamma adjustment applied. Enabling this option converts a texture from sRGB (the most common image gamma) into linear space for rendering. If your texture is already in linear space (which is rare), then disable this option. | + | |**Invert RGB**|These options let you invert individual channels of your texture. This is very useful on normal maps, which may be in a different space than the Modeler expects. For instance, normal maps with a flipped green channel are pretty common.| |
- | + | |**Brightness**|This option makes the texture brighter or darker.| | |
- | ==Normalize== | + | |**Contrast**|This option can increase or decrease the contrast (the difference between the light and dark parts) of the texture.| |
- | This option is available only for grayscale maps, such as Opacity or Gloss. Normalize will rescale the texture data so that it uses the entire black to white range. | + | |**Saturation**|This option can increase or decrease the saturation of the texture, which is how " |
- | + | |**Red**|This option modifies the texture to be more or less red.| | |
- | ==Invert== | + | |**Green**|This option modifies the texture to be more or less green.| |
- | This inverts the texture. White becomes black, and vice-versa. | + | |**Blue**|This option modifies the texture to be more or less blue.| |
- | + | |**Minimum**|Adjusting the minimum, along with the maximum, allows you to rescale the texture luminance into a certain range. This is especially useful when bringing the color map into the right range for PBR rendering.| | |
- | ==Invert RGB== | + | |**Maximum**|Adjusting the maximum, along with the minimum, allows you to rescale the texture luminance into a certain range. This is especially useful when bringing the color map into the right range for PBR rendering.| |
- | These options let you invert individual channels of your texture. This is very useful on normal maps, which may be in a different space than the Modeler expects. For instance, normal maps with a flipped green channel are pretty common. | + | |
- | + | ||
- | ==Brightness== | + | |
- | This option makes the texture brighter or darker. | + | |
- | + | ||
- | ==Contrast== | + | |
- | This option can increase or decrease the contrast (the difference between the light and dark parts) of the texture. | + | |
- | + | ||
- | ==Saturation== | + | |
- | This option can increase or decrease the saturation of the texture, which is how " | + | |
- | + | ||
- | ==Red== | + | |
- | This option modifies the texture to be more or less red. | + | |
- | + | ||
- | ==Green== | + | |
- | This option modifies the texture to be more or less green. | + | |
- | + | ||
- | ==Blue== | + | |
- | This option modifies the texture to be more or less blue. | + | |
- | + | ||
- | ==Minimum== | + | |
- | Adjusting the minimum, along with the maximum, allows you to rescale the texture luminance into a certain range. This is especially useful when bringing the color map into the right range for PBR rendering. | + | |
- | + | ||
- | ==Maximum== | + | |
- | Adjusting the maximum, along with the minimum, allows you to rescale the texture luminance into a certain range. This is especially useful when bringing the color map into the right range for PBR rendering. | + |