From BlenderWiki
[edit] Texture Buttons
Mode: All Modes
Panel: Shading/Textures Context
Hotkey: F6
[edit] Description
Once a new texture has been added to a material, it can be defined by switching to the Texture Buttons (F6) or
sub-context of the Shading context to obtain Texture buttons.
A new, empty texture Button Window presents two panels:
- a Texture Preview and
- a Texture panel, the latter with two tabs.
[edit] Texture Preview
Mode: All Modes
Panel: Shading/Textures Context → Preview
Hotkey: F6
[edit] Description
The texture preview panel provides a quick previsualisation of how the texture looks on it's own, without mapping.
[edit] Options
You can choose what kind of textures you are editing:
- Material
- Edit the stack of textures linked to the active material
- World
- Edit the stack of textures linked to the active world
- Lamp
- Edit the stack of textures linked to the active lamp
- Brush
- Edit the stack of textures linked to the active brush (in sculpt mode).
- Alpha
- Show alpha in preview
- Default Va
- Reset all the texture properties to their default values
[edit] Texture Channels
Mode: All Modes
Panel: Shading/Textures Context → Texture
Hotkey: F6
[edit] Description
This panel lets you manage the list of texture channels available for the particular shading data that you are working on (material, world or lamp).
[edit] Options
- Standard datablock selector
- Choose, rename, unlink, automatically generate a name, or add a fake user for the active texture
- Texture channel button
- Change the active texture channel
Here you can also define the active texture's type. The available types of textures are:
- Image
- Allows an image to be loaded and used as a texture. See Image Textures
- EnvMap
- To simulate Reflections (and Refractions) without Raytracing. See Environment Maps.
- Plugin
- Allows for loading an external piece of code to define the texture. See Texture Plugins.
- Procedural
- The remaining options define 3D procedural textures, which are textures that are defined mathematically and are built into Blender. See Procedural Textures.
[edit] Texture Colors
Mode: All Modes
Panel: Shading/Textures Context → Colors
Hotkey: F6
[edit] Description
All textures may be modified by the Bright(ness) and Contr(ast) buttons in the Colors panel. All textures which posess RGB-Values - including Images and Environment Maps - may be modified with the RGB sliders. (Texture Colors Panel).
[edit] Options
- R, G, B
- Tint the color of a texture by brightening each red, green and blue channel
- Brightness
- Change the overall brightness/intensity of the texture
- Contrast
- Change the contrast of the texture
[edit] Colorbands
If intensity-only textures are used, the result is a black and white texture, which can be greatly enhanced by the use of colorbands. The colorband is an often-neglected tool in the Colors tab in the Texture Panel that gives you an impressive level of control over how procedural textures are rendered. Instead of simply rendering each texture as a linear progression from 0.0 to 1.0, you can use the colorband to create a gradient which progresses through as many variations of color and transparency (alpha) as you like (Texture Colorband.).
To use Colorbands, select a procedural texture, such as Wood. Click the Colorband button. The Colorband is Blender's gradient editor. Each point on the band can be placed at any location and can be assigned any color and transparency. Blender will interpolate the values from one point to the next.
For information on using the colorband UI controls, see Colorbands in the Ramps section of this manual.
[edit] Hints
- The alpha slider changes the transparency of the selected arrow of the colorband.
- If you use a colorband, the results of the texture are intensity and RGB. The alpha values deliver intensity, the colors RGB. Use the NoRGB button in the Materials context to calculate intensity from the RGB values.
[edit] See Also
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