About-Textures

About Textures

    About Textures

    Assign texture to a materials color.

    About Texture Controls

    Each texture type has a unique set of controls, or channels, that adjust such properties as reflectivity, transparency, and self-illumination.
    Within each these channels, you can assign, hide, or delete a texture. When you assign
    textures to a material’s color, the texture colors replace the material’s diffuse
    color.

    After you apply the texture, you can realign it with a face or shape by adjusting
    the material mapping.

    NOTE:When Uncompressed Textures is enabled, the amount of memory required to open a drawing
    is increased and results in the best quality textures. Disabling the Uncompressed
    Textures option results in a reduction of image quality on-screen and the loading
    of the images taking longer because of them being compressed before being displayed.
    There is no loss in image quality when you create a rendering.

    There are two types of textures: image and procedural.

    Image Textures

    Use an image to represent a texture. For example, you can use an image of wood, concrete
    conglomerate, metal, carpet, or basketry.

    You can edit the texture scale and other properties to customize it to your model.

    The product provides a library of images that you can use with textures. You can also
    add your own textures using the following file types:

    • BMP, RLE, or DIB
    • GIF
    • JFIF, JPG, or JPEG
    • PCX
    • PNG
    • TGA
    • TIFF

    Procedural Textures

    Use a procedural texture generated by a mathematical algorithm to represent repetitive
    textures such as tiles or wood. You can adjust the texture properties for the effect
    you want. For example, you can adjust tile size and mortar spacing for a brick material
    or change the spacing of the grain in a wood material.

    The types of settings for a procedural texture vary. You nest them to add depth and
    complexity to the material.

    Marble

    Applies a stone and vein color pattern. You can specify the stone and vein color and
    modify the vein spacing and width.

     

    Checker

    Applies a two-color checkerboard pattern to the material. The default checker texture
    is a pattern of black and white squares. You can set the checkered components to be
    either colors or another texture.

     

    Speckle

    Generates a speckled surface pattern. The Speckle texture is useful for creating granite-like
    surfaces.

     

    Waves

    Simulates the surface of a body of water. The Waves texture generates a number of
    spherical wave centers and randomly distributes them over a sphere. You can control
    the number of wave sets, the amplitude, and the speed of the waves. This texture works
    effectively as both a diffuse and bump properties, or combined with an opacity property.

     

    Tiles

    Applies a brick or stacked tiling of colors or other materials.

     

    Noise

    Creates random, disturbed surface based on the interaction of two colors and textures.
    You can use Noise to decrease the repetitiveness of certain patterns.

     

    Wood

    Creates the color and grain pattern of wood.

     

    Gradient

    Creates customized gradients that use several colors to create gradual shades, or
    ramps, between colors.

     

    Learning AutoCad

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