Maya texture placement MAYA extension: Difference between revisions
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!width=20%| Element !! Flags !! Description | !width=20%| Element !! Flags !! Description | ||
|- | |- | ||
| <wrapU><br><wrapV> || A,MY || Contains one boolean value that represents whether the texture should wrap within the U or V dimensions. | | <wrapU><br><wrapV> || A,MY,MX,MB || Contains one boolean value that represents whether the texture should wrap within the U or V dimensions. | ||
|- | |- | ||
| <mirrorU><br><mirrorV> || A,MY || Contains one boolean value that represents whether the texture should mirror within the U or V dimensions. Mirroring can only occur if the corresponding wrap flag is also set. | | <mirrorU><br><mirrorV> || A,MY,MX || Contains one boolean value that represents whether the texture should mirror within the U or V dimensions. Mirroring can only occur if the corresponding wrap flag is also set. | ||
|- | |- | ||
| <coverageU><br><coverageV> || A,MY || Contains one floating-point value that represents the portion of the image to use for texturing. | | <coverageU><br><coverageV> || A,MY || Contains one floating-point value that represents the portion of the image to use for texturing. If both values are 0.5, then only the top-left quarter of the image is used. | ||
|- | |||
| <translateFrameU><br><translateFrameV> || A,MY || Contains one floating-point value that represents the position of the portion of the image to use for texturing. If coverageU, coverageV, translateFrameU and translateFrameV have values of 0.5, then only the bottom-right quarter of the image is used. | |||
|- | |||
| <rotateFrame> || A,MY || Contains one floating-point value that represent the angle, in degrees, to rotate clockwise the frame of the image before using it for texturing. | |||
|- | |||
| <stagger> || A,MY || Contains one boolean value. ? | |||
|- | |||
| <fast> || A,MY || Contains one boolean value that represent whether Maya should take performance shortcuts when evaluating this texture. This parameter is exported from completeness-sake. | |||
|- | |||
| <repeatU><br><repeatV> || A,MY,MX,MB || Contains one floating-point value that represents a multiplier to apply on the texture coordinates before sampling. | |||
|- | |||
| <offsetU><br><offsetV> || A,MY,MX,MB || Contains one floating-point value that represents an offset to add on the texture coordinates before sampling. | |||
|- | |||
| <rotateUV> || A,MY,MB || Contains one floating-point value that represents an angle of rotation to apply to the texture coordinates before sampling. | |||
|- | |||
| <noiseU><br><noiseV> || A,MY,MX,MB || Contains one floating-point value that represents a multiplier for a random offset to add on the texture coordinates before sampling. | |||
|- | |- | ||
|} | |} | ||
'''NOTE''': The <rotateUV>, <offsetU>, <offsetV>, <repeatU> and <repeatV> parameters are commonly put together to form a transform called the texture transform. | |||
== Examples == | == Examples == | ||
<diffuse> | |||
<texture texture="file1-sampler" texcoord="TEX0"> | |||
<extra> | |||
<technique profile="MAYA"> | |||
<wrapU>1</wrapU> | |||
<wrapV>1</wrapV> | |||
<mirrorU>0</mirrorU> | |||
<mirrorV>0</mirrorV> | |||
<coverageU>1</coverageU> | |||
<coverageV>1</coverageV> | |||
<translateFrameU>0</translateFrameU> | |||
<translateFrameV>0</translateFrameV> | |||
<rotateFrame>0</rotateFrame> | |||
<stagger>0</stagger> | |||
<fast>0</fast> | |||
<repeatU>1</repeatU> | |||
<repeatV>1</repeatV> | |||
<offsetU>0</offsetU> | |||
<offsetV>0</offsetV> | |||
<rotateUV>0</rotateUV> | |||
<noiseU>0</noiseU> | |||
<noiseV>0</noiseV> | |||
</technique> | |||
</extra> | |||
</texture> | |||
</diffuse> | |||
Revision as of 13:27, 8 October 2007
| Extension information |
|---|
|
| This article is part of the COLLADA extensions directory |
| Adding to the extensions directory |
Maya Texture Placement Parameters
This <extra> at the <texture> level declares texture placement parameters for standard materials. While this extension was originally written for Maya, it is also used by 3dsMax and MotionBuilder to support a sub-set of the Maya texture placement parameters. See below to know which parameters are supported by the different tools.
Flags:
- A: Animatable. These elements are animatable using the 'sid' attribute.
- MB: ColladaMotionBuilder.
- MX: ColladaMax
- MY: ColladaMaya
| Element | Flags | Description |
|---|---|---|
| <wrapU> <wrapV> |
A,MY,MX,MB | Contains one boolean value that represents whether the texture should wrap within the U or V dimensions. |
| <mirrorU> <mirrorV> |
A,MY,MX | Contains one boolean value that represents whether the texture should mirror within the U or V dimensions. Mirroring can only occur if the corresponding wrap flag is also set. |
| <coverageU> <coverageV> |
A,MY | Contains one floating-point value that represents the portion of the image to use for texturing. If both values are 0.5, then only the top-left quarter of the image is used. |
| <translateFrameU> <translateFrameV> |
A,MY | Contains one floating-point value that represents the position of the portion of the image to use for texturing. If coverageU, coverageV, translateFrameU and translateFrameV have values of 0.5, then only the bottom-right quarter of the image is used. |
| <rotateFrame> | A,MY | Contains one floating-point value that represent the angle, in degrees, to rotate clockwise the frame of the image before using it for texturing. |
| <stagger> | A,MY | Contains one boolean value. ? |
| <fast> | A,MY | Contains one boolean value that represent whether Maya should take performance shortcuts when evaluating this texture. This parameter is exported from completeness-sake. |
| <repeatU> <repeatV> |
A,MY,MX,MB | Contains one floating-point value that represents a multiplier to apply on the texture coordinates before sampling. |
| <offsetU> <offsetV> |
A,MY,MX,MB | Contains one floating-point value that represents an offset to add on the texture coordinates before sampling. |
| <rotateUV> | A,MY,MB | Contains one floating-point value that represents an angle of rotation to apply to the texture coordinates before sampling. |
| <noiseU> <noiseV> |
A,MY,MX,MB | Contains one floating-point value that represents a multiplier for a random offset to add on the texture coordinates before sampling. |
NOTE: The <rotateUV>, <offsetU>, <offsetV>, <repeatU> and <repeatV> parameters are commonly put together to form a transform called the texture transform.
Examples
<diffuse>
<texture texture="file1-sampler" texcoord="TEX0">
<extra>
<technique profile="MAYA">
<wrapU>1</wrapU>
<wrapV>1</wrapV>
<mirrorU>0</mirrorU>
<mirrorV>0</mirrorV>
<coverageU>1</coverageU>
<coverageV>1</coverageV>
<translateFrameU>0</translateFrameU>
<translateFrameV>0</translateFrameV>
<rotateFrame>0</rotateFrame>
<stagger>0</stagger>
<fast>0</fast>
<repeatU>1</repeatU>
<repeatV>1</repeatV>
<offsetU>0</offsetU>
<offsetV>0</offsetV>
<rotateUV>0</rotateUV>
<noiseU>0</noiseU>
<noiseV>0</noiseV>
</technique>
</extra>
</texture>
</diffuse>