›–» Textures


If you already have the Shader Attributes windows open from the last section. (If not, open it now) you will notice another window that opened with them called 'Shaders'.

You will find three of these shperes useful, you can right click each of them to being up meus. Firstly left click the bottom right one and ensure that it is set to "Phong".

Next left click the top left sphere and select "Texture Map" from the list. Suddenly the sphere will change. Now right click the sphere and you will be confronted with the Texture Menu.

This is the menu you will use to apply textures to your objects. To change the texture you would like to apply to an object, click on the rectangle pictured above as saying 'Caligari'. Then select the texture you would like to use. Note: You can only use JPG textures in Active Worlds, not any other format.

Also above you can see 4 boxes, U and V Repts and U and V Offsets. Repts is short for repeats and controls how many times a texture is repeated on the object you are applying it to. The Offset allows you to shift the texture up, down, left or right. The maximum for the the Offset is 1. So to shift the texture around you use decimals like 0.2, 0.4, 0.6, etc...

When applying animated JPGs to objects. E.g. Ocean4.jpg in the AlphaWorld object path, remember that trueSpace does not reconise these types of textures, so when you apply the texture it will appear to loop a number of times because it is displaying all the frames of the animation. Get used to this.

There are two ways of applying the texture to your object, you can either paint an entire component or object with a texture by expanding the paint object tools and selecting this button: Or you can set up the texture you want to use then "paint" the texture onto the object face by face. You do this by clicking and holding on the faces you would like to paint the texture and moving the brush over any others y ou want to paint.

Finally another useful feature of this window is the overlay checkbox. This allows you to create "mask" effects on your objects. For more information on this, see the Masking section.

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