TextureEditor
Menu Area
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The Menu Area consists of three parts: to the
left is the main menu; in the middle is an area that changes depending
on the selection in the main menu; and to the right is a main submenu.
Usage
Clicking general brings up 4 columns in
the middle area: a listbox with tag names of the current model
in GIG,
a submenu with three tag action buttons and two source action buttons,
a column with still
and/or animation names from the current project, and a
listbox with tag names from the selected still or animation name.
Tags have two purposes in the TextureEditor. In the "tags of current
model"-listbox the tags are generally used to assign a new active texture
to a model. On the other hand, tags can also be used to retrieve
previously made textures from existing models.
-
- Usage
- The "tags of current model"-listbox shows a list of tags of the
currently active model in GIG. When a selected tag name is highlighted
in blue, the tag already has a texture. This texture can
be overwritten or retrieved.
- put texture on tag
- When an active texture is selected and a tag is selected,
pressing the put texture on tag button will assign the active
texture to the object.
- get texture from tag
- A texture may be selected by pressing the get texture from
tag button (assuming a tag with a blue highlight has been selected first). A Texture Frame will appear
in the working area.
- There is an alternative to retrieve textures from tags. When
selecting a tag name the texture of that tag will be displayed in the
Texture Preview
window. When selecting again the Texture Frame will appear
in the working area.
- delete texture from tag
- When a tag is selected, pressing the delete texture from
tag button removes the texture from the object.
tag source
- Usage
- Textures can also be retrieved from tags of models in the
current project. They can not be deleted or be replaced by new ones.
That is only possible with the current model.
- stills
- When selecting the stills button the stills that
have been saved in the current project will be shown in the first listbox on
the right. Selecting a still name with a left mouse button click will
show the list of tags of that
still in the second listbox on the right. When a selected tag name is
highlighted in blue, the tag contains a texture. The texture can be
retrieved by pressing get texture from
tag or by selecting the tag name a second time with a left mouse
button click.
- animations
- When selecting the animations button the animations that
have been saved in the current project will be shown in the first listbox on
the right. Selecting an animation name with a left mouse button click
will show the list of tags of that
animation in the second listbox on the right. When a selected tag name is
highlighted in blue, the tag contains a texture. The texture can be
retrieved by pressing get texture from
tag or by selecting the tag name a second time with a left mouse
button click.
The default selection when the
TextureEditor is started is materials.
Usage
When selecting materials two areas are displayed. The left area
is a list of buttons for choosing different types of materials. When
selecting one of these the buttons will be replaced by another list of
buttons, which is a subdivision of the chosen material. (See the list
below).
When selecting an item from one of these submenus, an area filled
with icons of predefined textures is displayed next to the menu with
materials. When selecting one of
the icons with a single left button click, the texture can be previewed
in the Texture Preview
window. Also, an explanation box will pop up
beneath the Preview window, with a short explanation of the
texture. When selecting the icon again with a single left button
click, the accompanying Texture Frame will be
displayed in the work area.
Predefined materials include:
- color
- red / yellow / green
- green /cyan / blue
- blue / magenta / red
- earthtones
- grey / beiges
- plastic / rubber
- smooth plastic
- bumpy plastic
- rubber
- metal
- glass /liquid
- milky / reflective
- milky / no reflection
- wavy / rough
- nature / wood /stone
- labels
- miscellaneous
- complex
- fabrics
- building materials
Usage
When selecting textures two listboxes will be
shown. The first listbox shows six default basic textures:
- bump
- diffuse
- glass
- reflection
- specular
- transparency
The second listbox shows saved textures.
With a double click of the left mouse button on a texture name, the
texture will be selected and the Texture
Frame will be displayed in the working area. To preview the texture
in the Texture Preview
window you can click with the left mouse button on a texture
name. The texture will be shown. Selecting the texture name a second
time will also select and display the Texture Frame in the working area.
Comments
When there is already a texture in the working area, and a texture name is
selected with a left mouse button, then the selected texture can be
plugged into the connect socket
of a texture in the working area.
Usage
When selecting maps two listboxes will be
shown. The first listbox shows several default basic maps. These are 2d and 3d
value-, color- or bump maps, and several transformation maps.
The second listbox shows saved maps.
For an extensive overview and explanation of the basic maps, refer to
the maps
manual and the maps tutorial.
With a double click of the left mouse button on a map name, the
map will be selected and the Map Frame will be
displayed in the working area. To preview the map in the Texture Preview
window you can click with the left mouse button on a map
name. The map will be shown. Selecting the map name a second
time will select and display the Map Frame in the working area.
Comments
When there is already a texture in the working area, and a map name is
selected with a left mouse button, then the selected map can be
plugged directly into the connector
of a parameter of a texture in the working area.
Usage
When selecting images one can use scanned
images as file maps. These images have already been converted to the
map format with the GIG map
option in the GIG Converter.
The type of file maps that can be used as a map in a texture are: a
value map, a color map, a bump map, or a matte map.
With a double click of the left mouse button on the image name, the
image will be selected as a file map
and the Map Frame will be displayed in the
working area. To preview the file maps in the Texture Preview
window you can click with the left mouse button on an image
name. The image map will be shown. Selecting the image name a second
time will also select and display the Map
Frame.
Comments
When there is already a texture in the working area, and an image is selected
as a file map with a left mouse button click, then a file map selection can be plugged
directly into the connector of a texture's
parameter: a value map or a matte map in a value parameter, a color
map in a color parameter and a bump map in a bump parameter.
Usage
When selecting program maps, a text
input area is displayed. In this area Intercol map expressions can be
typed in. When a name for the map is given and the confirm button has been
pressed, the map expression will be displayed as a Map Frame in the working area. The map can
be plugged into one of the textures.
Comments
This feature is added for those who are already familiar with Intercol
expressions and who have used Intercol expressions in the attributes menu of
GIG. In general, the other menu options are sufficient to
manipulate or create new textures. More information can be found in
the maps section, the maps appendix,
and the maps
tutorial.
Purpose
The frame input box displays the current frame number. This number can be
changed. By changing it, settings of animated texture parameters can
be viewed in time.
Usage
Select the entry box with a left mouse button click. Enter a frame
number within the animation range of the animated maps. Press the left
mouse button again or press the keyboard enter to confirm. The texture
of the animated texture is shown in the Texture Preview
window for that frame number.
Purpose
To raytrace the current GIG model without leaving the TextureEditor tool.
Usage
After the render window button is pressed a window pops up
in the Working area. The window contains two buttons, to
render the model and to close the render window.
- render
- Pressing the window's render
button will render the scene. The rendering can be interrupted by
pressing "!" in the render window. (If you generate many mouse-movement
events, it can take a while before the "!" is recognized and the rendering stops.)
- close
- Clicking close removes the render
window.
Comments
The render window will fit into
the second texture area by default. It can be moved into the other
texture area by clicking on its label with the left mouse button and
dragging it around.
Usage
When you select the reset button, the working area is cleared
from all textures and maps.
Usage
When you select the undo/redo button, the last performed action
is undone or the last undo action is redone.
Comments
The amount of undo actions necessary is dependent on the kind of
actions that were performed by the user. Some actions might need
several undo actions.
Usage
When you select the GIG button, the TextureEditor session is ended and the user is
returned to GIG. The layout settings are saved, as are the active
textures and preview objects.
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