Image Maps
The Image Map node allows you to specify an image to use as a map (texture, reflection, transparency, bump, displacement, etc.). You can use any image as a map. However, if you want to use a map designed for the particular figure/prop, you must use an image that has been set up to work that way. Please refer to Part 2 of your Poser Reference Manual for a general discussion and brief description on creating maps.
NOTE: Some older Poser files contain bump maps created using the proprietary .BUM file format. You can load .BUM files into Image Map nodes and use them with the Poser 4 rendering engine. To do this, you need to enable the Ignore Shader Trees option in the Render Options window.
The Image Map noe has the following attributes:
- Image Source: Displays the currently loaded image. Clicking the Image Source attribute opens the Texture Manager dialog. To load an image map, click the Browse button to open a standard Open dialog and select the image you wish to load. If you already have an image selected and wish to replace it, first select the new image as described above then click the Replace button. Click OK to implement your changes or Cancel to abort.
- U Scale: The U_Scale attribute sets the U scale factor to apply to the texture map when using UV or VU mapping. When using a projection map method (see below), this is one of two attributes used to define the world space size of the texture map being projected onto the surface.
- V Scale: The V_Scale attribute sets the V scale factor to apply to the texture map when using UV or VU mapping. When using a projection map method (see below), this is one of two attributes used to define the world space size of the texture map being projected onto the surface.
- U Offset: The U_Offset attribute defines the U position of the first texture tile in UV space. When using a projection map method (see below), this is one of two attributes used to define the position of the upper left corner of the projection “screen” in grid units.
- V Offset: The V_Offset attribute defines the V position of the first texture tile in UV space. When using a projection map method (see below), this is one of two attributes used to define the position of the upper left corner of the projection “screen” in grid units.
- Texture Coordinates: The Texture_Coordinates pull-down menu offers the following choices:
- UV: The UV option behaves like rubber wallpaper that can stretch over the object surface; the image file is made to correspond with set positions on the object’s surface, making any distortion caused by the stretching seem more natural. This is the most versatile mapping method.
- VU: The VU option is identical to UV mapping, except that the image map is rotated 90 degrees.
- XY: The XY option works like a slide projector in that the “screen” being projected onto is the XY plane whose size and position are determined using the U_Scale, V_Scale, U_Offset, and V_Offset parameters. Any surface not oriented with the selected viewing plane will distort the texture at render time.
- XZ: Same as above but uses the XZ plane.
- ZY: Same as above but uses the ZY plane.
- Image Mapped: The Image_Mapped pull-down menu offers the following choices:
- None: The background color will be used for all areas of the object not covered by the texture map.
- Alpha: The background color will be used for all areas of the object not covered by the texture map. The background color will also be blended with the texture map based on the alpha channel of the texture map.
- Clamped: The edge pixels of the texture map are repeated to cover any area of the object that the texture map does not cover.
- Tile: The texture map will be tiled to ensure total coverage. Tiling is controlled using the Mirror U and Mirror V attributes, below.
- Background: The Background attribute specifies the background color. Clicking this attribute opens a standard Color Picker.
- Global Coordinates: Checking the Global_Coordinates button forces projected maps to use global instead of local coordinates.
- Mirror U: Enabling the Mirror_U option can help hide the seams between texture cells when tiling textures.
- Mirror V: Enabling the Mirror_V option can help hide the seams between texture cells when tiling textures.
- Texture Strength: The Texture_Strength attribute defines the strength of the texture map, where 1=100%.