8.2 Image Texturing
Rayshade also supports an image texture. This texture allows you to use
images to modify the characteristics of a surface. You can use
three-channel images to modify the any or all of the ambient, diffuse,
and specular colors of a surface. If you are using the Utah Raster
Toolkit, you can also use single-channel images to modify surface
reflectance, transparency, and the specular exponent. You can also use
a single-channel image to apply a bump map to a surface.
In all but the bump-mapping case, a component is modified by multiplying
the given value by the value computed by the texturing function. When
using the Utah Raster Toolkit, surface characteristics are modified in
proportion to the value of the alpha channel in the image. If there is
no alpha channel, or you are not using the Utah Raster Toolkit, alpha is
assumed to be everywhere equal to 1.
- component <Component>
- The named component will be modified.
- Possible surface components are:
ambient modify ambient color,
diffuse modify diffuse color,
specular modify specular color,
specpow modify specular exponent,
reflect modify reflectivity,
transp modify transparency,
bump modify surface normal.
- The specpow, reflect, transp, and bump components require the
use of a single-channel image.
- range high low
- Specify the range of values to which the values in the image
should be mapped. A value of 1 will be mapped high, 0 to low.
Intermediate values will be linearly interpolated.
- smooth
- When given, pixel averaging will be performed in order to smooth
the sampled image. If not specified, no averaging will occur.
- textsurf <Surface Specification>
- For use when modifying surface colors, this keyword specifies
that the given surface should be used as the base to be modified
when the alpha value in the image is non-zero. When alpha is
zero, the object's unmodified default surface characteristics are
retained.
- The usual behavior is for the object's default surface properties
to be used.
- tile un vn
- Specify how the image should be tiled (repeated) along the u and
v axes. If positive, the value of un gives the number of times
the image should be repeated along the u axis, starting from the
origin of the texture, and positive vn gives the number of times
it should be repeated along the v axis. If either value is zero,
the image is repeated infinitely along the appropriate axis.
- Tiling is usually only a concern when planar mapping is being
used, though it may also be used if image textures are being
scaled. By default un and vn are both zero.
A mapping function may also be associated with an image texture.