imported>Mysticporo Created page with "<languages></languages> <translate> <!--T:1--> {{stub}} {{Infobox Component |Image=StaticTexture3DComponent.png |Name=Static Texture 3D }} <!--T:2--> == Fields == {{Table Com..." |
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{{Infobox Component | {{Infobox Component | ||
|Image=StaticTexture3DComponent.png | |Image=StaticTexture3DComponent.png | ||
|Name=Static Texture 3D | |Name=Static Texture 3D | ||
}} | }} | ||
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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== Fields == | == Fields == | ||
{{Table ComponentFields | {{Table ComponentFields | ||
|URL|Uri| | |URL|Uri|The address of the texture asset | ||
|FilterMode|TextureFilterMode| | |FilterMode|TextureFilterMode| {{Template:Texture FilterMode Field}} | ||
|AnisotropicLevel|Int| | |AnisotropicLevel|Int| {{Template:Texture AnisotropicLevel Field}} | ||
|WrapModeU|TextureWrapMode| | |Uncompressed|Bool| Whether to not compress the texture's size before loading into ram/vram. doesn't affect cloud size. | ||
|WrapModeV|TextureWrapMode| | |DirectLoad|Bool| Whether to not cache the texture in the local cache for [[Resonite]] | ||
|WrapModeW|TextureWrapMode| | |ForceExactVariant|Bool| Whether to not generate variants for this texture and force a certain texture type | ||
|PreferredFormat|'''[[Type:Nullable`1|Nullable`1]]<[[Type:TextureCompression|TextureCompression]]>'''|TypeAdv6=true| The format to use for texture compression rather than the auto picked one | |||
|PreferredProfile|'''[[Type:Nullable`1|Nullable`1]]<[[Type:ColorProfile|ColorProfile]]>'''|TypeAdv7=true| The color profile to use rather than the auto picked one. (usually linear) | |||
|MipmapBias|Float| {{Template:Texture MipmapBias Field}} | |||
|WrapModeU|TextureWrapMode| {{Template:Texture WrapMode Field|X}} | |||
|WrapModeV|TextureWrapMode| {{Template:Texture WrapMode Field|Y}} | |||
|WrapModeW|TextureWrapMode| {{Template:Texture WrapMode Field|Z}} | |||
|Readable|Bool|Whether or not the texture can be sampled via texture sampling ProtoFlux nodes | |||
}} | }} | ||
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== Usage == | == Usage == | ||
Is generated automatically when importing a folder of images that are slices of a cube stacked vertically. Insert into a [[Component:VolumeUnlitMaterial]] to view the colors or a [[Component:LUT Material]] to view it's affect as a filter. | |||
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== Examples == | == Examples == | ||
{{stub}} | |||
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== | == See Also == | ||
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[[Category:Components{{#translation:}}|Static Texture 3D]] | [[Category:Components{{#translation:}}|Static Texture 3D]] | ||
[[Category:Components:Assets{{#translation:}}|Static Texture 3D]] | [[Category:Components:Assets{{#translation:}}|Static Texture 3D]] |
Latest revision as of 17:40, 19 November 2024
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.
- The X or Red channel increases constantly from 0 to 1 from left to right within each cell and repeats.
- The Y or Green channel linearly increases from the top to bottom.
- 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.
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 | How to handle the interpolation between pixels. |
AnisotropicLevel
|
Int | The levels of Anisotropic filtering distances when using Anisotropic for FilterMode
|
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> | The format to use for texture compression rather than the auto picked one |
PreferredProfile
|
Nullable`1<ColorProfile> | The color profile to use rather than the auto picked one. (usually linear) |
MipmapBias
|
Float | Whether to see lower resolution versions of the texture closer up or not (MipMaps). |
WrapModeU
|
TextureWrapMode | How to repeat or mirror the texture along the X axis. this goes into affect when X values are outside of the range [0.0 to 1.0]. |
WrapModeV
|
TextureWrapMode | How to repeat or mirror the texture along the Y axis. this goes into affect when Y values are outside of the range [0.0 to 1.0]. |
WrapModeW
|
TextureWrapMode | How to repeat or mirror the texture along the Z axis. this goes into affect when Z values are outside of the range [0.0 to 1.0]. |
Readable
|
Bool | Whether or not the texture can be sampled via texture sampling ProtoFlux nodes |
Usage
Is generated automatically when importing a folder of images that are slices of a cube stacked vertically. Insert into a Component:VolumeUnlitMaterial to view the colors or a Component:LUT Material to view it's affect as a filter.
Examples
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