======Map Editor====== The Map Editor is the dialog presented when you click the texture buttons on the [[toolmaterialsassetsbar|Material Asset Bar]]. The controls at the top of the dialog allow you to browse for a texture, reload a texture, or remove a texture. {{::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===== 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**|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.| |**Invert**|This inverts the texture. White becomes black, and vice-versa.| |**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.| |**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.|