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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