- 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.