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private:infinimap2017:common_user_interface_elements [2017/05/09 17:56] – [About infiniMap...] lightwolfinfinimap2018:common_user_interface_elements [2017/12/27 10:41] (current) – ↷ Links adapted because of a move operation lightwolf
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 ====== Common User Interface Elements ====== ====== Common User Interface Elements ======
-{{ :private:infinimap2017:common_main.png?direct&400|}}+{{ infinimap2018:common_main.png?direct&400|}}
 Both the procedural and the nodes use many common elements in their user interface ((  Actually, to a large extent they are based on the same source code as well. )). Both the procedural and the nodes use many common elements in their user interface ((  Actually, to a large extent they are based on the same source code as well. )).
  
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 infiniMap supports all projection types that LightWave3D provides to normal image maps. Unfortunately, due to limitations within the SDK, UV mapping is only supported by the infiniMap shader and nodes. infiniMap supports all projection types that LightWave3D provides to normal image maps. Unfortunately, due to limitations within the SDK, UV mapping is only supported by the infiniMap shader and nodes.
  
-{{ :private:infinimap2017:projectiontypes.png|}}+{{ infinimap2018:projectiontypes.png|}}
  
 The projection types are: The projection types are:
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 Please refer to your LightWave 3D documentation for more information on the projection types. Please refer to your LightWave 3D documentation for more information on the projection types.
 ===== Image Selection ===== ===== Image Selection =====
-{{ :private:infinimap2017:selectlayer.png?direct|}}+{{ infinimap2018:selectlayer.png?direct|}}
 This pop-up menu works just like the image selector in the image texture layer provided by LightWave. This pop-up menu works just like the image selector in the image texture layer provided by LightWave.
  
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 ===== Channel Selection ===== ===== Channel Selection =====
-{{ :private:infinimap2017:channelselector.png?direct|}}+{{ infinimap2018:channelselector.png?direct|}}
 Unlike LightWave 3D, infiniMap allows you to specify which channel of an image you wish to use for texturing. In some instances it may be useful to just apply the red channel as a bump map for example. This feature also allows you to just use the alpha channel of a RGBA image to mask out other textures for example. Unlike LightWave 3D, infiniMap allows you to specify which channel of an image you wish to use for texturing. In some instances it may be useful to just apply the red channel as a bump map for example. This feature also allows you to just use the alpha channel of a RGBA image to mask out other textures for example.
  
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 Note: Due to a glitch in the LightWave 3D SDK, in Modeler the image preview area is not available for the procedural texture. Note: Due to a glitch in the LightWave 3D SDK, in Modeler the image preview area is not available for the procedural texture.
 ===== Options ===== ===== Options =====
-{{ :private:infinimap2017:options.png?direct|}}+{{ infinimap2018:options.png?direct&300|}}
 If you select the Options tab you will be able to access some bonus functionality of infiniMap. If you select the Options tab you will be able to access some bonus functionality of infiniMap.
 The options visible depend on the plugin type, some options may not always be available. The options visible depend on the plugin type, some options may not always be available.
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 In the procedural interface some of the option names had to be shortened due to space constraints. In the procedural interface some of the option names had to be shortened due to space constraints.
 ==== About infiniMap... ==== ==== About infiniMap... ====
-{{ :private:infinimap2017:about.png?direct&400|}}+{{ infinimap2018:about.png?direct&200|}}
 This displays a panel with the credits for infiniMap, as well as the version number and the date the plugin was created. This displays a panel with the credits for infiniMap, as well as the version number and the date the plugin was created.
  
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 This is a quick way to access the infiniMap Converter from within the Shader or the Procedural Texture plugin. This is a quick way to access the infiniMap Converter from within the Shader or the Procedural Texture plugin.
 ==== Show Image Information... ==== ==== Show Image Information... ====
 +{{ infinimap2018:imageinfo.png?direct|}}
 If the user interface displays a preview image, this option displays more verbose information about the loaded image. If the user interface displays a preview image, this option displays more verbose information about the loaded image.
  
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 This item allows you to pick a loaded image to use as a preview image instead. Please note that the same naming rules apply for the image file for infiniMap to recognize the OpenGL preview layer. This item allows you to pick a loaded image to use as a preview image instead. Please note that the same naming rules apply for the image file for infiniMap to recognize the OpenGL preview layer.
 ==== Create Proxy Image... / Create Proxy... ==== ==== Create Proxy Image... / Create Proxy... ====
 +{{ infinimap2018:createproxy.png?direct&400|}}
 Sometimes you just wish to create a small version of the cur­rently loaded infiniMap image, or create a proxy layer manually. Sometimes you just wish to create a small version of the cur­rently loaded infiniMap image, or create a proxy layer manually.
  
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 This diagram illustrates the relationship of the UV Offset and UV Tiles options in relation to the UV texture coordinate space. This diagram illustrates the relationship of the UV Offset and UV Tiles options in relation to the UV texture coordinate space.
 +
 +{{ infinimap2018:uvcontrols.png?direct |}}
 ===== UV Tiles ===== ===== UV Tiles =====
  
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 The Tiling options define what happens with the image once it is repeated in UV space. The Tiling options define what happens with the image once it is repeated in UV space.
 The sample images have been created with a planar map, using UV tiles of 2.0 respectively and an offset of -0.25 on U for the Reset and Wrap tiling option. The sample images have been created with a planar map, using UV tiles of 2.0 respectively and an offset of -0.25 on U for the Reset and Wrap tiling option.
-==== Reset ==== +^  UV Tiling Modes  ^^^ 
-  +|**Reset** |The image is not repeated at all, outside of it's placement in UV space the image is not applied at all and the background colour will show through.|{{ infinimap2018:uvtilereset.png?160&direct|}} | 
- +|**Repeat** |The image is repeated.|{{ infinimap2018:uvtilerepeat.png?160&direct|}} | 
-The image is not repeated at all, outside of it's placement in UV space the image is not applied at all and the background colour will show through. +|**Mirror** |The image is mirrored and repeated|{{ infinimap2018:uvtilemirror.png?160&direct|}} | 
- +|**Edge** |The edge pixels of the image are repeated|{{ infinimap2018:uvtileedge.png?160&direct|}} | 
-==== Repeat ==== +|**Wrap** |The image is not repeated at all just like the Reset mode, but it will wrap around the UV coordinates.|{{ infinimap2018:uvtilewrap.png?160&direct|}} |
- +
-The image is repeated. +
- +
-==== Mirror ==== +
- +
-The image is mirrored and repeated +
- +
-==== Edge ==== +
- +
-The edge pixels of the image are repeated +
- +
-==== Wrap ==== +
- +
-The image is not repeated at all just like the Reset mode, but it will wrap around the UV coordinates. +
  
 ===== UV Offset ===== ===== UV Offset =====
  
 The UV Offset allows you to position the image in UV space. The value is in relation to the original UV space and does not change if the UV Tiles changes. The UV Offset allows you to position the image in UV space. The value is in relation to the original UV space and does not change if the UV Tiles changes.
-===== Editing (Colour Correction) ===== 
- 
-The Editing options allow for simple, on the fly colour correction that is applied to the infiniMap image while rendering. 
-The settings are similar to the ones supplied by LightWave 3D in the images panel. 
-==== Brightness ==== 
- 
-Changes the brightness of the image. At 100% the image is not changed, values below that make it darker, values above 100% brighten the image. 
-==== Contrast ==== 
- 
-This setting changes the contrast of the image. 100% is no change, anything below that lowers the contrast, anything higher (yep, you guessed it) raises the contrast. 
-==== Hue ==== 
- 
-The Hue setting changes the Hue of the image, basically cycling the colours through the colour spectrum. It is measured in degrees. 0° is the default. A setting of 360° degree is a full circle and the same as 0°. 
-Saturation 
-This changes the saturation of the image. 100% is the default value, at 0% the image will be greyscale only. 
-==== Gamma ==== 
- 
-This allows you to add gamma to your image. 
- 
-To “degamma” (i.e. remove the gamma of an image) you can type in 1 / gamma – where gamma is the gamma of the image you'd like to neutralize. (i.e. If your image has a baked in gamma of 2.2, you can type in 1 / 2.2 which results in 0.4545 to remove the gamma and linearize the image). 
- 
-You should use the colour space settings for images in a linear work-flow instead. 
-==== Invert ==== 
- 
-Invert inverts the colours of the image. 
-==== Default ==== 
  
-This resets the values to their default settings. Enveloped values can unfortunately not be reset due to SDK limitations. 
  
-<-features|^|^infinimap_node|->+<-installation|^|^infinimap_node|->
infinimap2018/common_user_interface_elements.1494345372.txt.gz · Last modified: 2017/05/09 17:56 by lightwolf