- In the 
		  Animation, 
		  Rigging, and 
		  Modeling 
		  menu sets: 
		  Deform > (Create) Texture > 
		  
 
		 
This topic covers the options in the 
		Texture options window. For information on using the 
		Texture 
		deformer, see 
		Create a Texture deformer. 
	 
Basic tab
 
		 -  
		Point Space 
 
- Specifies how to sample the texture. 
 
-  
		World 
 
- With 
		World, the texture deformer converts the world position of each vertex to a sample texture. 
		
For 2D texture, axis Y is ignored. The value on axis X and Y is converted to UV. 
		
 
		Because the world position of vertices can be changed by transforming the object, you can transform the object to modify the deformation. 
		
 
-  
		Local 
 
- With 
		Local, the texture deformer converts the local position of each vertex to a sample point. 
		
For 2D texture, axis Y is ignored. The value on axis X and Y is converted to UV. 
		
 
		Because the local position of vertices cannot be changed by transforming the object, you cannot transform the object to modify the deformation. 
		
 
-  
		UV 
 
- With 
		UV, the texture deformer uses the current UV value of each vertex to sample pixel data. UV only supports 2D texture. 
		
Note: UV point space does not support NURBS objects. 
		
 
 
-  
		Direction 
 
-  Specifies the direction of the deformation. 
 
-  
		Handle 
 
- With 
		Handle, you can control the direction of deformation by using a handle. When you select 
		Handle, a handle manipulator shows at the origin. You can move, rotate and scale the handle to edit texture deformer effects. When other direction options are selected, the Handle is hidden. 
		
Note: If you delete the handle you will delete both the deformer node and the tweak node. 
		
 
-  
		Normal 
 
- With 
		Normal, you can replace the direction of the deformation by the normal of each polygon face. 
 
-  
		Vector 
 
- With 
		Vector, you can have the 
		Texture affect the direction of the deformation. 
		Texture has three color channels. They can be used to compute deformation on the X, Y and Z axes separately. 
 
 
-  
		Vector Space 
 
-  Specifies the coordinate space with which to use the texture deformation. 
 
-  
		Tangent 
 
- The coordinate space on a face is defined by the normal, tangent and binormal, which are orthogonalized and normalized relative to each other. Use if your texture is extracted with Tangent mode. With Tangent, the coordinate space CAN be changed by rotating and scaling the object. In other words, when the user rotates or scales the object, the deformation is rotated or scaled as well. 
 
-  
		Object 
 
- Local coordinate space for the model. Use if your texture is extracted with Object mode. With Object, the coordinate space CAN be changed by rotating and scaling the object. In other words, when the user rotates or scales the object, the deformation is rotated or scaled as well.
 
-  
		World 
 
- Coordinate space for the 3D scene. Use if your texture is extracted with World mode. With World, the coordinate space CANNOT be changed by rotating and scaling the object. In other words, the deformation is fixed on three Axes when the user rotates or scales the object. 
 
 
-  
		Texture 
 
-  Specifies the input texture of the Texture deformer. Input texture is used to compute the deformation of each point. When the 
		Handle or 
		Normal (see 
		Direction) is selected, 
		Texture is converted to luminance. Larger values typically make points deform more along the specified direction. When 
		Vector (see 
		Direction) is selected, the three channels of 
		Texture are used for the three axes. 
		
 You can link attribute 
		  outColor from a texture to 
		  Texture to apply color data on deformation. Three types are supported: 2D texture, 3D texture and layered texture. 
		
 
		Texture has a default value of black. You can modify it by using the attribute editor. When 
		  Texture has no connection, deformer uses the default value. 
		
 
-  
		Strength 
 
-  Specifies the influence intensity of the deformation. Larger values increase the intensity of deformation. 
		
Use Strength by setting 
		  Direction as 
		  Handle or 
		  Normal. 
		
 
-  
		Offset 
 
- Specifies the offset of the translation. 
		
Changing this value can create a wriggling effect. Use the slider to specify values from -10.0000 to 10.0000. Default is 0.0000. 
		
 
		Use Offset by setting 
		  Direction as 
		  Handle or 
		  Normal. 
		
 
-  
		Vector Strength 
 
- Specifies the influence intensity of deformation. With 
		Vector Strength you can set a different intensity on each of three axes. 
		
 
		  Vector Strengthworks when you set 
		  Direction as 
		  Vector. 
		
  
-  
		Vector Offset 
 
- Specifies the offset of the deformation. With 
		Vector Offset you can set the offset deformation on each of three axes. 
		
 
		  Vector Offsetworks when you set 
		  Direction as 
		  Vector. 
		
  
-  
		Envelope 
 
- Specifies the deformation scale factor. 
		
A value of 0.0000 provides no deformation, a value of 0.5000 provides a deformation effect scaled to half of its full effect, and a value of 1.0000 provides the full deformation effect. Use the slider to select values between 0.0000 and 1.0000. Default is 1.0000 
		
 
 
 
	  
Advanced tab
 
		 
		See 
		  Advanced deformer options. 
		
 -  
		Deformation order 
 
-  Specifies the placement of the deformer node in the deformable object's history. For more information about deformer placement, 
		see Deformation order.
 
-  
		Exclusive 
 
- Specifies whether the deformer set is in a partition. Sets in a partition can have no overlapping members. If on, the 
		Partition To Use and 
		New Partition Name options become available. Default is off.
 
-  
		Partition to use 
 
- Lists any existing partitions, and a default selection 
		Create New Partition. If you select 
		Create New Partition, you can edit the 
		New Partition Name field to specify the name of a new partition. Only available if 
		Exclusive is on.
 
-  
		New Partition Name 
 
- Specifies the name of a new partition that will include the deformer set. The suggested partition name is deformPartition, which will be created if it does not already exist. Typically, you might put all your exclusive deformer sets in the partition named deformPartition. However, you can create as many partitions as you like, and name them whatever you want. Only available if 
		Exclusive is on.