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The texture editor has four main elements:
The preview toolbar shows the location of the current texture, and provides buttons to fit the texture into the available preview area,
and to open the texture in your system’s default editor for the texture’s file type (an error may occur if there is no default editor for this
file type).
The texture preview shows the selected texture, including the effects of tile, offset, RGB-inversion, and the plugin’s
saturation/contrast/brightness/RGB clamp controls. You can zoom & pan around the image using the mouse-wheel and left-mouse
button.
The texture toolbar contains toggles for several texture options:
Interpolation: enables Maxwell’s cubic pixel-interpolation in the render
Invert: inverts the RGB values of the specified bitmap in the render
Real Scale: changes the meaning of the Tile X/Y parameters so that they refer to absolute meter-based size
Imaging Controls: provides a drop-down which contains saturation/contrast/brightness/RGB clamp controls
In addition, when the selected texture is a bump map, another toggle appears which enables you to indicate that the specified map is a
normal-map. When using a normal-map, three toggles are supplied: Flip X, Flip Y, and Wide Z. These are used to change how Maxwell
interprets the color values encoded in the normal map, since different software uses different conventions regarding direction and bit-
depth.
The remaining parameters control how the texture is scaled and translated in texture-space. Tile X & Y can be enabled or disabled using
the appropriate checkboxes, and their values are set using the numeric input box. When Real Scale is not enabled, the meaning of Tile X
& Y is basically, ‘squeeze this many copies of the texture into the given space’. When Real Scale is enabled, the meaning becomes,
‘make each tile x-number of meters wide’.
Offset X & Y simply translate the texture along the x & y axes by either the given percentage, or by the absolute meter-size when Real
Scale is enabled.
The Channel parameter allows you to associate different textures with the different texture-projections which may have been defined for
the objects to which this texture is assigned. For example, some textures may use a cubic projector on channel 0, and a planar
projection on channel 1. Each texture mapping, channel 1 & channel 2, represents a different set of UV coordinates. Setting the Channel
parameter in each texture individually allows each texture to use whichever mapping is appropriate. If an object has fewer texture-
mappings assigned than are specified in the various textures its material has, then copies of the channel 0 mapping will be created
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