Maya texture placement MAYA extension

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Extension information
This article is part of the COLLADA extensions directory
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Maya Texture Placement Parameters

This <extra> at the <texture> level declares texture placement parameters for standard materials. While this extension was originally written for Maya, it is also used by 3dsMax and MotionBuilder to support a sub-set of the Maya texture placement parameters. See below to know which parameters are supported by the different tools.

Flags:

  • A: Animatable. These elements are animatable using the 'sid' attribute.
  • MB: ColladaMotionBuilder.
  • MX: ColladaMax
  • MY: ColladaMaya
Element Flags Description
<wrapU>
<wrapV>
A,MY,MX,MB Contains one boolean value that represents whether the texture should wrap within the U or V dimensions.
<mirrorU>
<mirrorV>
A,MY,MX Contains one boolean value that represents whether the texture should mirror within the U or V dimensions. Mirroring can only occur if the corresponding wrap flag is also set.
<coverageU>
<coverageV>
A,MY Contains one floating-point value that represents the portion of the image to use for texturing. If both values are 0.5, then only the top-left quarter of the image is used.
<translateFrameU>
<translateFrameV>
A,MY Contains one floating-point value that represents the position of the portion of the image to use for texturing. If coverageU, coverageV, translateFrameU and translateFrameV have values of 0.5, then only the bottom-right quarter of the image is used.
<rotateFrame> A,MY Contains one floating-point value that represent the angle, in degrees, to rotate clockwise the frame of the image before using it for texturing.
<stagger> A,MY Contains one boolean value.  ?
<fast> A,MY Contains one boolean value that represent whether Maya should take performance shortcuts when evaluating this texture. This parameter is exported from completeness-sake.
<repeatU>
<repeatV>
A,MY,MX,MB Contains one floating-point value that represents a multiplier to apply on the texture coordinates before sampling.
<offsetU>
<offsetV>
A,MY,MX,MB Contains one floating-point value that represents an offset to add on the texture coordinates before sampling.
<rotateUV> A,MY,MB Contains one floating-point value that represents an angle of rotation to apply to the texture coordinates before sampling.
<noiseU>
<noiseV>
A,MY,MX,MB Contains one floating-point value that represents a multiplier for a random offset to add on the texture coordinates before sampling.


NOTE: The <rotateUV>, <offsetU>, <offsetV>, <repeatU> and <repeatV> parameters are commonly put together to form a transform called the texture transform.

Examples

The following example shows all the texture placement parameters with their default values.

   <diffuse>
     <texture texture="file1-sampler" texcoord="TEX0">
       <extra>
         <technique profile="MAYA">
           <wrapU>1</wrapU>
           <wrapV>1</wrapV>
           <mirrorU>0</mirrorU>
           <mirrorV>0</mirrorV>
           <coverageU>1</coverageU>
           <coverageV>1</coverageV>
           <translateFrameU>0</translateFrameU>
           <translateFrameV>0</translateFrameV>
           <rotateFrame>0</rotateFrame>
           <stagger>0</stagger>
           <fast>0</fast>
           <repeatU>1</repeatU>
           <repeatV>1</repeatV>
           <offsetU>0</offsetU>
           <offsetV>0</offsetV>
           <rotateUV>0</rotateUV>
           <noiseU>0</noiseU>
           <noiseV>0</noiseV>
         </technique>
       </extra>
     </texture>
   </diffuse>