Blitz3d Map

Interface

 

Bitmap - Pick a texture map.

Reload - Reloads map (e.g. if you've edited the image)

Map Channel - Blitz3d supports 2 UV mapping channels.

Blend:

Alpha - The apha channel in the image will be used when applying the texture.

Multiply - The texture is multiply blended; it will darken the brush color or other textures.

Add - The texture will blend additively; useful for special fx, e.g. laser beams.

Dot3 - Normal mapping (not fully supported in Blitz yet)

Multiply 2 - Multiply 2 blending mode; 128 grey leaves image unaltered, darker colors darken, brighter colors brighten.

Flags:

Color - Color texture

Alpha - Use alpha channel

Masked - Black is transparent

Mipmap - Use mipmapping

Env map - Spherical reflection map

Cube map - Cubic reflection map

Hi-color - Force the use of high color textures (16 bit)

Vidmem - Store texture in vram

Coordinates:

UV Offset - Set the origin of the texture

UV Tiling - Set how many times to tile the texture

UV Clamp - Don't tile; repeats the border pixels instead

Rotation - Rotate UV coordinates around origin

Edit Curves - Edit the UV animation curves

NOTE: Scaling and rotation are handled differently by Max and Blitz3d, so the results are not WYSIWYG!

Tools:

View Image - View map using a Max Virtual Frame Buffer

Edit Image ... - Edit map in external image editor (e.g. Photoshop). App path stored in: [3dsmax]\plugcfg\B3dPipeline.ini

 

Notes:

See also

B3d Extension: B3d Map Animation