In this collection of Softimage tutorials, we will be exploring the various nodes found within the Texture category of the Softimage Render Tree. We will be exploring topics such as creating bump-mapping effects, using the Sprite node to add transparency maps to Softimage particles, rendering complex displacement effects using the Vector Displacement Map node, and using the Camera Map node to render 3D objects directly over a live-action background, just to name a few of the nodes we will be exploring. Software required: Softimage 2012 and up.
Kyle was one of the first authors for Digital-Tutors (now a Pluralsight company) and has been a part of the team for over 10 years. Kyle began his career in computer graphics education as a college instructor and worked as a Digital-Tutors rendering tutor and curriculum manager since 2002.
Introduction and Project Overview [Autogenerated] in this lesson will take a look at the advanced texture tab that's found on most soft image textures. Okay, so for this particular example, we have just the simple grid that we have set up. If I were to draw out my render region, you can see that I have really just a simple ingredient that's been applied to this. Now let's take a look at the advanced tab for this particular texture. So let's start by just selecting our object. Let's press the seven key on our keyboard to open up the render tree. And to get this advanced ham, we first need to just find the texture that we have plugged in. In my case, I want to start by demonstrating this on my ingredient again. This tab that we're about to look at is found on almost all of these different soft image texture types. So just to avoid a whole lot of redundant information on explaining this for every single one of these nodes, well, go ahead and just cover this one particular area s. So that way you can really apply this to really any of your textures that use from this point forward So what? Start by double clicking on our texture. Let's go over into the advanced tab. Now over this advanced Have. This is where we start to control things like the number of repeats in our texture. Exactly how this texture is. Ah, mirrored and repeated over and over again. So just to save ourselves a little bit of space, I'm gonna go ahead and just double click on this top tab of my render tree and just took this up here out of the way. So let's go ahead and draw out, are in the region once again. And now let's start by maybe changing the number of texture repeats. So let's say something like two in the X axis and you can see now this texture is being repeated twice along this horizontal direction. Now we can also start to come in and repeat this maybe twice in the Y axis. So now you can see this texture is being repeated twice across both axes, and we could really come in and adjust this really as high or as low as we want, with a default value of one that will give us essentially just one single texture now, if we were to come in and change the number of repeats to something like two by two, we should now start to see with a little bit more clarity what these alternate options will do. So by default you have the U and the V alternate where normally these textures of just being repeated, really, without any modification whatsoever. But what we can start to do is actually tell these textures to actually mirror and re orient themselves as they repeat. So, for example, if I were to change this along the U excess, you can see we're now Where's before? We had these textures that we're repeating in this easily identical, identifiable titled manner. By turning this button on you can see now these textures that are repeating over here are basically lined up back to back, and we could also do the same thing vertically. So if we were to take this texture and said it's a vertical repeat to this mirrored method, now you could see that this texture is being mirrored vertically as well. So kind of in the middle is where we have all of these different areas of our texture that all meet up my case that create sort of an interesting pattern here. But really, this could be really, really quick and easy method of being able to hide. Seems and things like that that would otherwise be very, very easily visible without are repeating turned on. Now, with these turned on, we can still continue to increase our number of repeats. It is something like five and five. You concede that that same method will continue to apply, so it will continue to repeat as ah or rather will continue to mirror as it gets repeated. Now down below this area, we have the U. N V remap. Now this area might be a little bit easier to see and to demonstrate to go back to my render tree that will actually take my image. Plug this into my diffuse that rear. So now we're using this default. No icon image Now, just like before I go ahead and actually double click on my image ____. Go over to the advanced and again you can see we have the exact same options that we just looked at in our ingredient. So with the U. N. V minimum and maximum essentially this is controlling the UV space that are texture is occupying. Now, just to demonstrate this, if I re select my grid, go up to view rendering a text a ring and down to the texture Editor, open it by texture editor We can actually see the UV coordinates of my object here, So your U V s are laid out in what's typically referred to as a zero toe one space. So essentially we have this lower most corner, which is zero you and zero V. So, essentially, along this vertical access, we go from zero all the way up to one appear. And along this horizontal axis, we go from zero all the way across to one. And if you're ever curious about just where in the 01 space any of these points are, if you have your mouse in any one area, you can actually see the 01 UV coordinates down here. So if I were to hover my mouse kind of right in this area, you can see we're at about zero at about 00.1 And again, uh, one thing I do want to point out is that if you do want to see this properly. Ah, you do want to make sure that you have up in your ups. You're wrapping you and wrap envy, both disabled. So what we can do is essentially use this remapping to only have our texture only occupy certain areas. So let's say, for example, we have this entire texture and maybe I only want to see maybe this area right here. I want this toe actually occupy my entire map. So let's see, we have the zero down here and this would probably be Let's actually make sure we grab our service. Here we are. So let's go from zero over here and I'll move my mouth to sort of find out where this is. This looks like about 0.1 to 5 right over here. So go ahead, just move this over. So along this y axis rather along the Z axis or the ex, I should say, Let's go from zero about 0.2 and you can see now it's only showing us pretty much this very, very small area that we have right here. Although it is still showing us the entire vertical area because you can see we go from all the way up here, which you can see it back in his texture. This zero and this one. You can still see that same texture right up here. So we're still seeing the whole vertical span. But we're really cutting this horizontal display too much smaller area so you can start to see where we could actually use this as a way of controlling just which parts of our texture are displayed on this surface. Although probably for most situations, you're probably gonna go ahead and want to keep this at its default value of 01 So again, this advanced have is something that is going to be found on just about all of your soft mas texting notes. And essentially, this area is what's used to control how many times the texture is repeated at exactly how that textures repeated as far as mere ing or any other effects like that