Texture | This node maps textures from images, movies or live video on geometries. |
A Texture node can be bound to any node that has an output property of the type Texture to activate that texture in the render process. Most of the times, it is used in conjunction with one of the Image Loader, Video or RenderTarget nodes. The texture will be set and enabled on the graphics card for all nodes below (to the right in the Hierarchy Editor) the Texture.
In Ventuz, it is important to distinguish between an Image and a Texture. A Texture is an image that has been specially converted, loaded into the graphics card memory and thus is ready for rendering. To bind an Image-type property to a Texture-type property, use the Image To Texture node.
A texture is applied to an object by mapping each point of an objects surface to a texel (the name for a pixel in a texture). This is done by assigning an additional set of coordinates to each vertex of a mesh called U/V-coordinates. U/V-coordinates can have any arbitrary value but are usually assigned so that they lie between 0/0 (lower left corner of the texture) and 1/1 (upper right of the texture). When a triangle is rasterized into fragments, the vertices' U/V coordinates are interpolated and the texel at that interpolated U/V coordinate is mapped to that fragment.
All geometric primitives (i.e. Rectangle, Sphere, ...) have a Texture property that specifies how automatic U/V-coordinates should be generated for a mesh. When importing geometry from another program, it is the designers responsibility to assign and ensure proper U/V-coordinates when creating and exporting the model.
By attaching a Mapping Node to a Texture node, the U/V-coordinates of a mesh can be processed through a mathematical equation to scale, rotate, translate the texture on the objects surface.
In high resolution Multimachine Setups you could reach the point where you have to presplitt your images and textures to decrease the memory and performance load. If you do so the ScreenAligned property needs to be disabled otherwise the content will be streched across the cluster.
The ScreenAligned property only affects the texture in combination with an Overlay Rectangle.
When a fragment tries to retrieve the texel for a specific U/V-coordinate, this will in general not be 1:1 mapping. If a 256x256 texture is used on a rectangle that fills 400x500 pixels when rendered to the screen, the graphics card has to "resize" the texture appropriately. There are different strategies to figure out the final texel color for the U/V-coordinate of a fragment:
For Anisotropic filtering to have any effect, the MaxAnisotropic value needs to be larger than 1.
The filtering strategy can be set individually for three cases:
For more information on filtering, see Wikipedia: Texture Filtering.
A texture has to be assigned to one of the 8 texture stages via the Stage property. The stages represent the active textures in the render engine. When a fragment is shaded, Ventuz computes the diffuse shading, applies all active textures and then adds the specular information. In increasing order, each texture stage performs one out of multiple possible texture blending functions and then passes the result to the next stage.
Additional there are two dedicated stages Vertex 1 and Vertex 2 . If the texture is set to one of these it can be used inside the Vertex Shader of a HLSL Shader. For further information see Vertex Textures inside HLSL Shaders.
Ventuz defines a number of standard shading functions:
To create a custom operation, either select the Texture Node and open the Texture Shading Editor from the main menu bar or choose Custom from the list of available shading types. For more information, see Texture Shading Editor.
The Stage property is by default set to Next which makes the Texture node use the texture stage with the lowest number that is not already in use. The other options are to assign a specific stage or to overwrite the stage with the highest number that is active. As stated before, a Texture Node makes its texture inactive after all child nodes in the Hierarchy have been rendered.
For more information, see MSDN: Texture Blending.
Bump Mapping is a normal mapping technique that calculates shading by manipulating normals based on information stored in a texture. This technique is often used to give objects the appearance of roughness of a specific material without increasing the number of polygons. For more information, see Image To Bumpmap Node.
The bump properties are based on the DirectX Bump Mapping Support. Bump00 to Bump11 describe a 2x2 matrix that can be used to manipulate the normal offsets retrieved from the bump map.
Another more sophisticated way of creating BumpMaps is the use of the BumpMap Shader.