From BlenderWiki
If you want to document Blender 2.5 features please edit pages under Doc:2.5/Manual.
If a "2.5" page doesn't exist please copy the text from 2.4x Manual and edit the new page (i.e. you should paste the wikitext from this 2.4x page to this new 2.5x page and then update the latter with 2.5 features)[edit] Texture Map To
Mode: All Modes
Panel: Shading/Material Context → Map To
Hotkey: F5
[edit] Description
Not only can textures affect the color of a material, they can also affect many of the other properties of a material. The different aspects of a material that a texture influences are controlled in the Map To panel.
The result is also dependent from the type of input value. A texture may carry Intensity Information (0-255), Transparency (0.0-1.0), RGB Color (3 channels of 0.0-1.0) or Normal Vectors (either Bump or real Normals, see Section Bump and Normal Maps).
[edit] Options
[edit] Aspect
Some of the following options use three-state toggle buttons, meaning that the texture can be applied as positive or negative to some aspect of the material, or not at all. All of these buttons are independent.
- Col (on/off)
- Influences the Material's RGB color
- Nor (+/-/off)
- Commonly called bump mapping, this alters the direction of the surface normal. This is used to fake surface imperfections or unevenness via bump mapping, or to create reliefs.
- Csp (on/off)
- Influences the Specular color, the color of the "reflects" created by the lamps on a glossy material.
- Cmir (on/off)
- Influences the mirror color. This works with environment maps and raytraced reflection
- Ref (+/-/off)
- Influences the amount of diffuse reflection.
- Spec (+/-/off)
- Influences the amount of specular reflection.
- Amb (+/-/off)
- Influences the amount of Ambient light the material receives
- Hard (+/-/off)
- Influences the specular hardness amount. A DVar of 1 is equivalent to a Hardness of 130, a DVar of 0.5 is equivalent to a Hardness of 65.
- RayMir (+/-/off)
- Influences the strength of raytraced mirror reflection
- Alpha (+/-/off)
- Influences the Opacity of the material. See Use Alpha for Object Transparency. Also use ZTransp for light and if combining multiple channels.
- Emit (+/-/off)
- Influences the amount of light Emitted by the material
- Translu (+/-/off)
- Influences the Translucency amount
- Disp (+/-/off)
- Influences the Displacement of vertices, for using Displacement Maps.
[edit] Channel Filter
- Stencil
- The active texture is used as a mask for all following textures. This is usefull for semitransparent textures and "Dirt Maps". See the example below (Stencil). Black sets the pixel to "untexturable".
- Neg
- The effect of the Texture is negated. Normally white means on, black means off, Neg reverses that.
- No RGB
- With this option, an RGB texture (affects color) is used as an Intensity texture (affects a value)
- Color Swatch
- If the texture is mapped to Col, what color is blended in according to the intensity of the texture? Click on the swatch or set the RGB sliders
- DVar
- Destination Value (not for RGB). The value with which the Intensity texture blends with the current value. Two examples:
- The Emit value is normally 0. With a texture mapped to Emit you will get maximal effect, because DVar is 1 by default. If you set DVar to 0 no texture will have any effect.
- If you want transparent material, and use a texture mapped to Alpha, nothing happens with the default settings, because the Alpha value in the Material panel is 1. So you have to set DVar to 0 to get transparent material (and of course ZTransp also). This is a common problem for beginners. Or do it the other way round - set Alpha to 0 and leave Dvar on 1. Of course the texture is used inverted then.
[edit] Blending Mode
How this channel interacts with other channels below it. See the Compositing Mix node for information and examples on the effect of each mixing mode.
- Mix
- Add, Subtract, Multiply, Divide
- Screen, Overlay, Difference
- Darken/Lighten
- Hue, Saturation, Value
[edit] Impact Sliders
- Col
- The extent to which the texture affects colour
- Nor
- The extent to which the texture affects the normal. Affects Normal, Bump and Displacement Maps.
- Var
- The extent to which the texture affects the other values
- Disp
- The extent an intensity texture changes the displacement. See section Displacement Maps.
- Warp and Fac (factor)
- Distort subsequent textures to give an illusion of shape. See (Warp).
[edit] Examples
The input file demonstrates the impact of different input values. The color of the underlying plane is magenta (R=1.0, G=0.0, B=1.0). The Map To → Col color of the texture is yellow (R=1.0, G=1.0, B=0.0).
Normally the color of the texture is opaque. If you Use Alpha with the image texture the alpha information of the image is evaluated. This will not make the material transparent, only the texture! So these pixels show the underlying material color (Use Alpha).
No RGB shows the result of the NO RGB option. The RGB texture is used as an Intensity texture. White produces the "Map To" color.
Neg invertes the respective values.
[edit] Hints
Every texture is opaque to the textures above it. This is no problem, if one texture is for example mapped to color, the other mapped to alpha etc. If you want to give a Mesh multiple materials see instead Multiple Materials.
[edit] Stencil
Mode: All Modes
Panel: Shading/Material Context → Map To
Hotkey: F5
[edit] Description
The Stencil mode works similar to a layer mask in a 2D program. The effect of a stencil texture can not be overridden, only extended. You need an intensity map as input.
[edit] Options
- Stencil
- The active texture is used as a mask for all following textures. Black sets the pixel to "untexturable".
[edit] Examples
The Stencil mode works similar to a layer mask in a 2D program. The effect of a stencil texture can not be overridden, only extended. You need an intensity map as input.
Where the mask is black the following textures have no effect. Stencil needs intensity as input, so you have to use No RGB if you would like to use either images without alpha or a texture with a colorband (e.g. Blend Textures with a colorband).
You can blend two textures if you use a smooth blend texture as stencil map (Stencil map with a radial blend).
[edit] Warp
Mode: All Modes
Panel: Shading/Material Context → Map To
Hotkey: F5
[edit] Description
The option Warp allows textures to influence/distort the texture coordinates of a next texture channel.
The distortion remains active over all subsequent channels, until a new Warp has been set. Setting the fac at zero cancels out the effect.
[edit] Options
- Warp
- Enable and disable the warp distortion
- Fac
- The amount of distortion
[edit] Examples
The following example warps a gorilla texture based on a simple blend texture:
In this example, the normal map of Cornelius (The same Texture for Normal and Warp mapping) was used as normal map as well as warp texture in channel 1. The checkerboard texture is used in channel 2.












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