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{{Infobox Component | {{Infobox Component | ||
|Image=UVW_ProceduralTexture3DComponent.png | |Image=UVW_ProceduralTexture3DComponent.png | ||
|Name=UVW Procedural Texture 3D | |Name=UVW Procedural Texture 3D | ||
}} | }} | ||
The '''UVWProceduralTexture3D''' component is used to create a default RGB cube that any XYZ coordinate corresponds to the same RGB color. This works as long as if <code>ValueOffset</code> is left at 0 and <code>ValueMultiplier</code> is left at 1. This means if it is plugged into a [[Component:LUT Material]], it will not modify the colors seen through the material. | |||
== | == Fields == | ||
{{Table ComponentFields | {{Table ComponentFields | ||
|HighPriorityIntegration|Bool| | |HighPriorityIntegration|Bool|{{Asset HighPriorityIntegration Field}} | ||
|FilterMode|TextureFilterMode| | |FilterMode|TextureFilterMode| {{Template:Texture FilterMode Field}} | ||
|AnisotropicLevel|Int| | |AnisotropicLevel|Int| {{Template:Texture AnisotropicLevel Field}} | ||
|WrapModeU|TextureWrapMode| | |WrapModeU|TextureWrapMode| {{Template:Texture WrapMode Field|X}} | ||
|WrapModeV|TextureWrapMode| | |WrapModeV|TextureWrapMode| {{Template:Texture WrapMode Field|Y}} | ||
|WrapModeW|TextureWrapMode| | |WrapModeW|TextureWrapMode| {{Template:Texture WrapMode Field|Z}} | ||
|Profile|ColorProfile| | |Profile|ColorProfile| {{Template:Texture Profile Field}} | ||
|Size|Int3| | |Size|Int3| {{Template:ProceduralTexture Size Field}} | ||
|Format|TextureFormat| | |Format|TextureFormat| {{Template:Texture TextureFormat Field}} | ||
|ValueOffset|Float3| | |ValueOffset|Float3| How much to add to the colors in the cube by, which shifts all colors towards the +X,+Y,+Z direction. | ||
|ValueMultiplier|Float3| | |ValueMultiplier|Float3| How much to multiply the colors in the cube by, which scales all colors towards the +X,+Y,+Z direction. | ||
}} | }} | ||
== | == Usage == | ||
Attach to a slot and insert into either a [[Component:VolumeUnlitMaterial]] or a [[Component:LUT Material]] to view what it looks like or how it modifies colors. | |||
== Examples == | == Examples == | ||
{{stub}} | |||
== See Also == | == See Also == | ||
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[[Category:Components:Assets:Procedural Texture3Ds{{#translation:}}|UVW Procedural Texture 3D]] | [[Category:Components:Assets:Procedural Texture3Ds{{#translation:}}|UVW Procedural Texture 3D]] | ||
[[Category:Components{{#translation:}}|UVW Procedural Texture 3D]] | [[Category:Components{{#translation:}}|UVW Procedural Texture 3D]] | ||
Latest revision as of 16:30, 19 November 2024
Component image
The UVWProceduralTexture3D component is used to create a default RGB cube that any XYZ coordinate corresponds to the same RGB color. This works as long as if ValueOffset
is left at 0 and ValueMultiplier
is left at 1. This means if it is plugged into a Component:LUT Material, it will not modify the colors seen through the material.
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. |
HighPriorityIntegration
|
Bool | If true, integrating this asset (e.g. processing procedural assets) gets higher priority than assets with this flag off. An example is user laser procedural meshes. |
FilterMode
|
TextureFilterMode | How to handle the interpolation between pixels. |
AnisotropicLevel
|
Int | The levels of Anisotropic filtering distances when using Anisotropic for FilterMode
|
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]. |
Profile
|
ColorProfile | The color profile to use for this texture's rendering. |
Size
|
Int3 | The size of the procedural texture in pixels. |
Format
|
TextureFormat | TextureFormat describes how Texture's pixel are stored in the VRAM. |
ValueOffset
|
Float3 | How much to add to the colors in the cube by, which shifts all colors towards the +X,+Y,+Z direction. |
ValueMultiplier
|
Float3 | How much to multiply the colors in the cube by, which scales all colors towards the +X,+Y,+Z direction. |
Usage
Attach to a slot and insert into either a Component:VolumeUnlitMaterial or a Component:LUT Material to view what it looks like or how it modifies colors.
Examples
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