Textures

Choose a texture

To choose a texture to apply, you have 3 possibilities :

a) click on the square of the EDIT MESH window then choose an image on your PC,



b) or select the mode PICK TEXTURE, then click on a small pyramid : the texture then appears in the square in the EDIT MESH window,


c) or drag a TEX texture from your inventory to the small square in the EDIT MESH window.

Apply a texture

To apply the texture, select the SET TEXTURE mode and click on a small pyramid to change the texture. Choose :


Stretch a texture

To stretch a texture (so that it repeats itself several times), go to STRETCH_TEXTURE mode, then click on a pyramid of the volume you want to stretch.

Then choose a stretching scale (e.g. scale 4 to repeat 4 times), or 0.25 to shrink 4 times, or -1 to reverse the direction of the texture).
The first scale is horizontal stretching, the second is vertical stretching. Type twice the same values if you want the texture to keep its proportions.
You can enter an angle in Rotate to rotate the texture, or an offset to move it.


All Texture options


List of special textures
  1. ALBEDO : this is the classic RGB color texture
  2. NORMAL : bluish texture to give the material a false relief under the effect of light.
  3. METALNESS : black/grey/white texture to specify whether part of a mesh is metallic. White pixels indicate a metallic part, black pixels a non-metallic part.
  4. ROUGHNESS : black/grey/white texture used to specify whether part of a mesh should reflect light. White pixels indicate a rough part that reflects little light, black pixels a smooth part that reflects a lot of light.
  5. OCCLUSION : black/grey/white texture used to specify whether part of a mesh should not be illuminated by ambient daylight. White pixels indicate a part that should be illuminated by ambient light, black pixels a part that should not be illuminated. This only has an effect on ambient daylight. It has no effect on sunlight or lamps. Ambient occlusion textures are used to darken the inside of clothing folds, a hood, or the corners of a room away from the window.

For example, to give relief to your materials, you can add a 2nd special texture called "normal" (there are plenty on the internet, they are all blue textures). Choose the NORMAL mode and load the 2nd texture. The effect becomes visible especially with a little light and gloss. The C button erases the texture.

The physical matter of a texture

You can also choose the physical matter of a texture. Select the mode PICK TEXTURE, then click on a small pyramid : the texture then appears in the square of the EDIT MESH window. The matter appears underneath and can be changed :


The PHANTOM material

PHANTOM material is widely used, as it costs 4 times less than other materials. It's important to note, however, that the avatar will pass through it, as no collision takes place. Given its low cost, it is advisable to apply it to all small objects (vase, bottle, telephone, ..).