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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. | 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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Revision as of 18:48, 23 October 2024
This article or section is a Stub. You can help the Resonite Wiki by expanding it.
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 | 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 |