cinema4d_docs/MaxonCinema4D_v2/08-TextureBar.md

3.0 KiB

III. The texture bar

The texture bar contains the most important functions for texture editing.

Figure 103

Figure 103

1. Sphere Texture

If you click on the "Sphere Texture" icon, the texture is projected radially, i.e. spherically, onto the object (Basics 16).

2. Cylinder texture

If you click on the "Cylinder Texture" icon, the texture will be projected onto the object in a cylindrical shape (Basics 16).

3. Surface Texture

If you click on the "Face Texture" icon, the texture will be projected flat onto the object (Basics 16).

4. Tile Texture

Here you can switch the "tile texture" on or off with the left mouse button (Basics 16).

If you right-click the 'Tile Texture' icon, a window will appear where you can set how often the texture should be applied to the active object.

Figure 104

Figure 104

In the window you can see the numerical values 'X count' and 'Y count'. MaxonCINEMA 4D calculates this from the current size of the texture. For example, if you scaled the texture to have a size of 25% in the X direction and 50% in the Y direction, MaxonCINEMA 4D calculates that the texture is 4 times (1.0/0.25) in the X direction and 2 times (1.0/0.5) fits the surface in the Y direction.

If you now change the 'X Count' or 'Y Count', the size of the texture changes automatically. For example, if you increase the "Y Count" to 3, the texture shrinks from 50% to 33.33%. You can see this immediately when you exit the window with "OK".

5. Accept object axes

This function rotates the texture axes so that they are parallel to the object axes.

6. Adopt World Axes

This function rotates the texture axes so that they are parallel to the axes of the global world coordinate system.

7. Match texture to object

A click on this icon changes the position of the texture axes and the texture so that the texture completely covers the active object (before: Figure 105 and after: 106). After calling this function, the texture has the size 100% in the X and Y direction.

Figure 105 - 106

Figure 105 - 106

8. Texture orthogonal

This function shifts the texture so that it is orthogonal (perpendicular) to the viewing direction. In the "Perspective" and "3D" views this is the camera plane, in the other views it is the work surface.

9. Flip horizontally

With this function you can mirror the texture so that it is projected backwards.

10. Flip Vertical

With this function you can mirror the texture so that it is upside down.