NL2MAT Texture Unit Setup
This window is used to configure a texture unit. Here you can assign a texture and control how the texture coordinates are generated.
Here you set the type of texture.
- No Texture - Will not assign a texture to this unit. Identical to disabling this unit.
- 2D (File specified in Model File) - Use the texture image file that is specified inside the material of the 3D model file.
- 2D (File) - Custom texture image file. Select the file using the [...] button.
- 2D Animation (List of Files) - Use multiple images from files and play those as a repeated animation. You can configure the speed of the animation using Frequency.
- 2D (Constant Color) - Use a constant color. Similar to using a texture with a constant color, but more efficient.
- Cube Map - Use a cube map (either one single DDS cube map file or 6 individual side images similar to a skybox). Note that this mode requires a TCGEN that produces 3D texture coordinates.
- Automatic Water Effect Bump Normal Map - Use the internal animated water ripple effect normal map. This can be used as a bump map.
- Internal - Used internally only, do not use it.
Here you need to set how the texture image is being used.
- Standard - This is the default mode that is used for most cases.
- Bump Mode (using Normal Map) - The texture is used to specify the bump map for the Bump Lighting RGBGen mode and the texture is a normal map.
- Bump Mode (using Height Map) - The texture is used to specify the bump map for the Bump Lighting RGBGen mode and the texture is a height map. You can control the intensity of the bump effect using the Height Scale parameter.
T.C. Gen. Tab
Here you can control how the texture coordinates are generated.
- From Model File - Simply use the UV coordinates from the model file.
- Environmental - Generate coordinates for environmental sphere reflection mapping.
- Reflection - Generate 3D reflection coordinates. Can be used with cube maps to simulate reflections.
- Normal Vector - Generate 3D coordinates from the normal vectors of the vertices. Can be used with cube maps.
- From Vertex Position - Generate the coordinates from the position vectors of the vertices, using a transformation matrix.
T.C. Mod. Tab
Here you can add multiple modifications that further modify the generated texture coordinates. Each stage has the previous stage as input. The first stage takes the coordinates from the TCGEN unit as input. The output of the last stage is the final output. If no TCMOD stages are added, the output of the TCMOD unit is identical to the output of the TCGEN unit.
- Scroll - Time controlled shifting of the coordinates. Use Speed S and Speed T to control the scrolling speed.
- Rotate - Time controlled rotation around the center coordinate (0.5, 0.5).
- Scale - Constant scale.
- Stretch - Time controlled scale using a wave function.
- Turbulence - Time controlled offsets using a wave function, to simulate turbulence.
- Transform - Transform using a transformation matrix.
Here you can select advanced options that affect the texture quality and fetch.
- Clamp To Edge - Coordinates will be clamped to the edge of the texture for coordinates outside of 0..1. When disabled, default mode will repeat the image.
- Force No Mipmapping - Will not create mipmaps when enabled.
- Force No Compression - Will not compress the textures when enabled. Use this for very important textures that need to have highest quality. (will improve quality, but will reduce performance and increase GPU memory usage).
- Force No Resize - Will never downsize the texture image when enabled. Use this for very important textures that need to have highest quality. (will improve quality, but will reduce performance and increase GPU memory usage).