Table of Contents
infiniMap Procedural Texture
The procedural texture layer uses the same controls and, additionally, includes simple colour correction.
Except for some special cases we recommend using the Node instead of the Procedural Texture. Due to SDK limitations, the node is more accurate when mapping and allows you to access UV maps.
Unfortunately the SDK provided with the current releases for LightWave 3D doesn't allow procedural textures to access UV Maps.
There are also limitations to the accuracy of the Texture Quality setting. As long as the Scale of the texture is correct and the textured object itself has not been scaled within Layout, the Quality Setting will be correct 1).
A change of the size of the object in Layout will need a readjustment of the Texture Quality setting. The Quality has to be set to roughly the square of the scale factor of the mesh multiplied by 100 to get the percentage. For example, if the object has been scaled to <5.0, 5.0, 5.0> the Texture Quality should be 2500% ( 5 x 5 x 100).
As a rule of thumb, do not scale an object in Layout that has the infiniMap texture layer applied to its surface.
This option is only available on the procedural texture if the texture is applied to a colour texture layer (i.e. The texture layers that modify the colour of a surface).
It basically sends the image data differently to LightWave so the result can be used as the source value in a gradient. You should not have to activate it unless the infiniMap layer does not behave as expected in conjunction with other layers.
If you activate “Return Value” you will be able to enter a colour or percentage (depending on the texture layer type), just as you can with any other procedural texture.
Please note that toggling “Return Value” does not immediately update the user interface. You will need to select another layer and then select infiniMap again for the user interface change to show.
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.
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.
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.
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°.
This changes the saturation of the image. 100% is the default value, at 0% the image will be greyscale only.
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 inverts the colours of the image.
This resets the values to their default settings. Enveloped values can unfortunately not be reset due to SDK limitations.