Force the Image file to be read again.
Ob: (TextBut)
Fill in the name of an Object that defines
the center and rotation of the environment map. This can be any Object
in the current Scene.
Filter: (NumBut)
With this value you can adjust the sharpness
or blurriness of the reflection.
Clipsta, ClipEnd (NumBut)
These values define the clipping boundaries
when rendring the environment map images.
CubeRes (NumBut)
The resolution in pixels of the environment
map image.
Don't render layer
Indicate with this option that faces
that exist in a specific layer are NOT rendered in the environment map.
Plugin texture
Plugins are pieces of compiled C-code which can be loaded by runtime, to extend a
programms features.
After choosing "Load Plugin" you get a FileWindow which lets you
choose a plugin. The plugins are plattform specific, so be sure to
load a plugin for your operating system.
Clouds texture
"Clouds" is a *procedural* *texture*. This means that each 3D coordinate can be translated directly to a colour or a value. In this case, a three-dimensional table with pseudo random values is used, from which a fluent interpolation value can be calculated with each 3D coordinate (thanks to Ken Perlin for his masterful article "An Image Synthesizer", from the SIGGRAPH proceedings 1985). This calculation method is also called ~(Perlin) *Noise*.
Default (RowBut)
The standard Noise, gives an Intensity.
Color (RowBut)
The Noise gives an RGB value.
NoiseSize (NumBut)
The dimension of the Noise table.
NoiseDepth (NumBut)
The depth of the Cloud calculation. A higher number results in a long calculation time, but also in finer details.
Soft Noise, Hard Noise (RowBut)
There are two methods available for the Noise function.
Wood texture
"Wood" is also a *procedural* *texture*. In this case, bands are generated based on a sine formula. You can also add a degree of turbulence with the Noise formula.
It returns an Intensity value only.
Bands (RowBut)
The standard Wood texture.
Rings (RowBut)
This suggests 'wood' rings.
BandNoise (RowBut)
Applying Noise gives the standard Wood texture a certain degree of turbulence.
RingNoise (RowBut)
Applying Noise gives the rings a certain degree of turbulence.
NoiseSize (NumBut)
The dimension of the Noise table.
Turbulence (NumBut)
The turbulence of the "BandNoise" and "RingNoise" types.
Soft Noise, Hard Noise (RowBut)
There are two methods available for the Noise function.
Marble texture
"Marble" is also a *procedural* *texture*. In this case, bands are generated based on a sine formula and Noise turbulence.
It returns an Intensity value only.
Soft, Sharp, Sharper (RowBut)
Three pre-sets for soft to more clearly defined Marble.
NoiseSize (NumBut)
The dimensions of the Noise table.
NoiseDepth (NumBut)
The depth of the Marble calculation. A higher value results in greater calculation time, but also in finer details.
Turbulence (NumBut)
The turbulence of the sine bands.
Soft Noise, Hard Noise (RowBut)
The Noise function works with two methods.
Magic texture
"Magic" is a procedural texture. The RGB components are generated independently with a sine formula.
Size (NumBut)
The dimensions of the pattern.
Turbulence (NumBut)
The strength of the pattern.
Blend texture
This is also a *procedural* *texture*. It generates a progression in Intensity.
Lin (RowBut)
A linear progression.
Quad (RowBut)
A quadratic progression.
Ease (RowBut)
A flowing, non-linear progression.
Diag (RowBut)
A diagonal progression.
Sphere (RowBut)
A progression with the shape of a three-dimensional ball.
Halo (RowBut)
A quadratic progression with the shape of a three-dimensional ball.
Flip XY
The direction of the progression is flipped a quarter turn.
Stucci texture
This *procedural* *texture* generates Noise-based normals.
Plastic (RowBut)
The standard Stucci.
Wall In, Wall out (RowBut)
This is where Stucci gets it name. This is a typical wall structure with holes or bumps.
NoiseSize (NumBut)
The dimensions of the Noise table.
Turbulence (NumBut)
The depth of the Stucci.
Soft Noise, Hard Noise (RowBut)
There are two methods available for working with Noise.
Noise texture
Although this looks great, it is not *Perlin* *Noise*! This is a true,
randomly generated Noise. This gives a different result every time,
for every frame, for every pixel.

Last modified: Tue Oct 24 17:06:00 CEST 2000