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toolmap_editor [2023/03/17 17:34] steph.jorgensentoolmap_editor [2023/03/29 16:56] (current) steph.jorgensen
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 {{::map-editor.png?nolink|}} {{::map-editor.png?nolink|}}
  
 +=====Map source=====
 +
 +Map sources can be image files, color gradients, or noise patterns.
 +
 +^ **Property** ^ **Description** ^^
 +|**File**|Load an image file as the map.|| 
 +|:::|**Recolor**| Change the map colors with the [[toolcolor_editor|Color Editor]]. The [[toolcurve_editor|curve]] sets the color distribution. The slider sets the amount of recoloring. |
 +|**Linear gradient**| Use a linear gradient color pattern for the map.||
 +|:::|**Center** | Move the center position of the gradient along the x- or y-axis. |
 +|:::|**Distance**| Set the size of the transition between colors. |
 +|:::|**Angle**| Set the rotation of the gradient. At a value of 90, gradients run from bottom to top. At 0, gradients run from left to right. |
 +|:::|**Color**| Set the minimum and maximum colors with the Color Editor. The curve sets the color distribution. |
 +|**Radial gradient**| Use a radial gradient color pattern for the map.||
 +|:::|**Center**| Set the center position of the gradient. With both values at 0.5, the gradient is exactly centered. |
 +|:::|**Distance** | Set the size of the transition between colors. |
 +|:::|**Color**|Set the minimum and maximum colors with the Color Editor. The curve sets the color distribution. |
 +|**Noise**| Use a noise pattern for the map.||
 +|:::|**Center**| Set the start location of the noise pattern in UV space. |
 +|:::|**Scale**| Change the size of the noise pattern. This property affects the frequency of perturbations.|
 +|:::|**Seed**| Change the seed distribution. Use this property to line up multiple noise maps.|
 +|:::|**Color**| Set the minimum and maximum colors with the Color Editor. The curve sets the color distribution. |
  
 =====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 "colorful" the texture appears.| 
- +|**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 "colorful" the texture appears. +
- +
-==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.+