Emissive Menu Settings

Effect field
Displays the amount of emissive colour.
Softness X field
Displays the amount of X-axis blur applied to the emissive map.
Softness Y field
Displays the amount of Y-axis blur applied to the emissive map.
Regen
Enable to dynamically refresh the image as changes are made to the emissive settings.

(a) Repeat Mode (b) Mapping (c) Camera Type (d) Fit Method (e) Filter
Repeat Mode option
Select how the emissive map pattern is repeated on the surface.
Fit Method option
Select a fit method option to be applied to the emissive map.
Keep Aspect
Enable to preserve the aspect ratio of non-square pixels (not available for the Fill fit method).
Use Cropped Size
Enable to replace the emissive map with the cropped size of the emissive media. Disable to use the cropped emissive media as is.
Mapping option
Select the type of texture mapping.
| Select: |
Description: |
Result |
| Wrap (Geom UVs) |
Wrap mapping completely envelops the 3D model with the PBS map according to the object’s coordinates. To use this option, you must import a model that has its own texture coordinates. When using Wrap mode, you can also apply UV mapping settings from the Geometry menu. |
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| Plane |
Planar mapping applies the map without distorting the front plane of the 3D model, similar to a movie projector casting an image onto a screen. All 3D coordinates of the geometry are mapped to this plane to generate the texture values. Planar mapping positions the lower-left corner of the diffuse map on the 3D model’s axis. When you apply planar mapping, any surfaces on the 3D model perpendicular to the front plane cause the pixels at the edge of the texture to project along the “sides” of the object. |
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| Tri-Planar |
Similar to plane mapping, except that it applies the map from all 3 axes, blending using the normals orientation with respect to the axis of projection. |
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| Perspective |
Perspective mapping is similar to planar mapping, except that it performs a perspective transformation of the texture map based on the selected camera’s field of view (FOV). When you select Perspective as the mapping type, the Perspective Camera option becomes active, allowing you to specify the active camera. The FOV of the camera has an impact on the resulting effect of any transform applied to the parent axis of the texture. On stereo cameras, the interaxial distance between left and right cameras also has an effect on the resulting perspective transform. |
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| Tri-Perspective |
Similar to perspective mapping, except that it applies the map from all 3 axes, blending using the normals orientation with respect to the axis of perspective. |
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| Projection |
The texture behaves as if it is projected by the selected camera. Projection mapping is useful as an alternative to projecting textures using the Projector node, especially when it is necessary to project while preserving a specific camera FOV. |
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Camera option
Specify which camera's FOV to take into account when using perspective or projection mapping.
Camera field
Displays the active perspective or projection camera number.
Stereo Camera Projection option
Select whether to use the centre, left, or right camera from a stereo camera rig when projection mapping.
Filter option
Select the type of filtering to apply to the emissive map.
| Type |
Description |
| Nearest |
No filtering — the pixel of the texture closest to the screen pixel is displayed. |
| Linear |
Basic bilinear filtering. |
| Anisotropic |
Non-proportional filtering between X and Y (faster to process than EWA, but with a lesser quality). |
| Aniso+Linear |
A combination of Anisotropic and Linear filtering. |
| EWA |
A high-quality elliptical weighted average filter to produce enhanced rendering results (slower to process than other filters). |
| EWA+Linear |
A combination of EWA and Linear filtering (offers the most advanced filter processing). |
Tip: You can set the default filtering type in the Preferences tab of the Action Setup menu.
Camera Type option
Select the camera type visibility for the emissive map. For example, you can use this setting to apply a Left Eye and Right Eye camera type for two maps that are children of the same surface or geometry in a stereo scene.