Visualise Tex Coords: Difference between revisions

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Visualise normal and visualise tex coords are shaders which give an RGB representation of the 3D vector (the surface normal or the texture coordinates). The R value of the colour is the X component, G is Y, and B is Z. Surface normal values which range from -1 to +1 are remapped into the visible range 0 to 1.
Visualise normal and visualise tex coords are shaders which give an RGB representation of the 3D vector (the surface normal or the texture coordinates). The R value of the colour is the X component, G is Y, and B is Z. Surface normal values which range from -1 to +1 are remapped into the visible range 0 to 1.


UV coordinate from imported geometry usually only occupy X and Y, therefore blue is usually 0. They usually range from 0 to 1. But if applied to terrain or other procedural object, tex coords are XYZ. There is a repeat option for the texture coordinates because they are not limited to just the 0 to 1 range on procedural objects; this option causes the values to repeat within the 0-1 range.
UV coordinates from imported geometry usually only occupy X and Y, therefore blue is usually 0. They usually range from 0 to 1. But if applied to terrain or other procedural object, tex coords are XYZ. There is a repeat option for the texture coordinates because they are not limited to just the 0 to 1 range on procedural objects; this option causes the values to repeat within the 0-1 range.


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Revision as of 01:12, 29 April 2011

Visualise Tex Coords

Visualise Tex Coords

Visualise normal and visualise tex coords are shaders which give an RGB representation of the 3D vector (the surface normal or the texture coordinates). The R value of the colour is the X component, G is Y, and B is Z. Surface normal values which range from -1 to +1 are remapped into the visible range 0 to 1.

UV coordinates from imported geometry usually only occupy X and Y, therefore blue is usually 0. They usually range from 0 to 1. But if applied to terrain or other procedural object, tex coords are XYZ. There is a repeat option for the texture coordinates because they are not limited to just the 0 to 1 range on procedural objects; this option causes the values to repeat within the 0-1 range.