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TextureMatrix: Difference between revisions
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Texture Matrix must be used in conjunction with the [[Material]] object using texmat.  | Texture Matrix must be used in conjunction with the [[Material]] object using texmat.  | ||
valid parameters for a Material are:  | |||
<properties>  | |||
name=name for reference  | |||
scale=u/v freqs, u/v scales  | |||
spin=rotation freq  | |||
shift=u/v freqs  | |||
center=dynamic u/v center (for spin and scale)  | |||
fixedscale=time invariant u/v scale  | |||
fixedspin=time invariant rotation  | |||
fixedshift=time invariant u/v shift  | |||
</properties>  | |||
==Examples==  | ==Examples==  | ||
Revision as of 03:53, 9 November 2007
The texture matrix object allows you to define how a texture will appear in an material. It can be used to manipulate still (fixed) textures as well as animated ones.
Code
textureMatrix name example_texmat scale 0.0 0.0 1.0 1.0 # u/v freqs, u/v scales spin 0.0 # rotation freq shift 0.0 0.0 # u/v freqs center 0.5 0.5 # dynamic u/v center (for spin and scale) fixedscale 0.0 0.0 # time invariant u/v scale fixedspin 0.0 # time invariant rotation fixedshift 0.0 0.0 # time invariant u/v shift end  | 
Texture Matrix must be used in conjunction with the Material object using texmat. valid parameters for a Material are: <properties> name=name for reference scale=u/v freqs, u/v scales spin=rotation freq shift=u/v freqs center=dynamic u/v center (for spin and scale) fixedscale=time invariant u/v scale fixedspin=time invariant rotation fixedshift=time invariant u/v shift </properties>
Examples
Texture Matrix is often used to create the appearance of flowing water or lava with the "shift" argument.