Component:StaticTexture3D: Difference between revisions

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|Name=Static Texture 3D
|Name=Static Texture 3D
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Static Texture 3D is a component that represents a bunch of textures stacked on top of each other to make a 3D grid of pixel values. These textures can be displayed in 3D, or sampled via 3D positions in a few different components or in [[ProtoFlux]] Nodes.
This is commonly constructed via 2D slices which are [[Component:StaticTexture2D|Static Texture 2Ds]].  These slices represent XY planes of incremental Z coordinates ranging from 0 to 1.  This can either be packed into a single 2D image, or imported as multiple 2D images in a folder where each slice is alphabetically organized.
Currently the maximum packed 2D image that the importer detects as a valid 3D texture is 1024x32.  In this orientation there are 32 total cells arranged as 32x32 pixel sub images.
[[File:LUT_BaseLinear.png|center|alt=Linear 3D Texture|Linear 3D Texture|thumb|800x800px]]
* The '''X''' or '''Red''' channel increases constantly from 0 to 1 from left to right within each cell and repeats.
[[File:LUT_BaseLinear_RED.png|center|alt=Linear 3D Texture Red Channel|Linear 3D Texture Red channel|thumb|800x800px]]
* The '''Y''' or '''Green''' channel linearly increases from the top to bottom.
[[File:LUT_BaseLinear_GREEN.png|center|alt=Linear 3D Texture Green Channel|Linear 3D Texture Green channel|thumb|800x800px]]
* The '''Z''' or '''Blue''' channel increases step wise within each cell itself, the first cell being all 0, and the last cell is all 1.
[[File:LUT_BaseLinear_BLUE.png|center|alt=Linear 3D Texture Blue Channel|Linear 3D Texture Blue channel|thumb|800x800px]]


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|FilterMode|TextureFilterMode|The method of texture filtering
|FilterMode|TextureFilterMode|The method of texture filtering
|AnisotropicLevel|Int|
|AnisotropicLevel|Int|
|Uncompressed|Bool|
|Uncompressed|Bool| Whether to not compress the texture's size before loading into ram/vram. doesn't affect cloud size.
|DirectLoad|Bool|
|DirectLoad|Bool| Whether to not cache the texture in the local cache for [[Resonite]]
|ForceExactVariant|Bool|
|ForceExactVariant|Bool| Whether to not generate variants for this texture and force a certain texture type
|PreferredFormat|[[Type:Nullable`1|Nullable`1]]&lt;[[Type:TextureCompression|TextureCompression]]&gt;|TypeAdv6=true|
|PreferredFormat|'''[[Type:Nullable`1|Nullable`1]]&lt;[[Type:TextureCompression|TextureCompression]]&gt;'''|TypeAdv6=true|
|PreferredProfile|[[Type:Nullable`1|Nullable`1]]&lt;[[Type:ColorProfile|ColorProfile]]&gt;|TypeAdv7=true|
|PreferredProfile|'''[[Type:Nullable`1|Nullable`1]]&lt;[[Type:ColorProfile|ColorProfile]]&gt;'''|TypeAdv7=true|
|MipMapBias|Float|
|MipMapBias|Float|
|WrapModeU|TextureWrapMode|The wrapping mode on the texture's U coordinate
|WrapModeU|TextureWrapMode|The wrapping mode on the texture's U coordinate

Latest revision as of 18:48, 23 October 2024


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Component image 
Static Texture 3D component as seen in the Scene Inspector

Static Texture 3D is a component that represents a bunch of textures stacked on top of each other to make a 3D grid of pixel values. These textures can be displayed in 3D, or sampled via 3D positions in a few different components or in ProtoFlux Nodes.

This is commonly constructed via 2D slices which are Static Texture 2Ds. These slices represent XY planes of incremental Z coordinates ranging from 0 to 1. This can either be packed into a single 2D image, or imported as multiple 2D images in a folder where each slice is alphabetically organized.

Currently the maximum packed 2D image that the importer detects as a valid 3D texture is 1024x32. In this orientation there are 32 total cells arranged as 32x32 pixel sub images.

Linear 3D Texture
Linear 3D Texture
  • The X or Red channel increases constantly from 0 to 1 from left to right within each cell and repeats.
Linear 3D Texture Red Channel
Linear 3D Texture Red channel
  • The Y or Green channel linearly increases from the top to bottom.
Linear 3D Texture Green Channel
Linear 3D Texture Green channel
  • The Z or Blue channel increases step wise within each cell itself, the first cell being all 0, and the last cell is all 1.
Linear 3D Texture Blue Channel
Linear 3D Texture Blue channel

Fields

Fields
Name Type Description
persistent Bool Determines whether or not this item will be saved to the server.
UpdateOrder Int Controls the order in which this component is updated.
Enabled Bool Controls whether or not this component is enabled.
URL Uri The address of the texture asset
FilterMode TextureFilterMode The method of texture filtering
AnisotropicLevel Int
Uncompressed Bool Whether to not compress the texture's size before loading into ram/vram. doesn't affect cloud size.
DirectLoad Bool Whether to not cache the texture in the local cache for Resonite
ForceExactVariant Bool Whether to not generate variants for this texture and force a certain texture type
PreferredFormat Nullable`1<TextureCompression>
PreferredProfile Nullable`1<ColorProfile>
MipMapBias Float
WrapModeU TextureWrapMode The wrapping mode on the texture's U coordinate
WrapModeV TextureWrapMode The wrapping mode on the texture's V coordinate
WrapModeW TextureWrapMode The wrapping mode on the texture's W coordinate
Readable Bool Whether or not the texture can be sampled via texture sampling ProtoFlux nodes

Usage

Examples

Related Components