Maya texture placement MAYA extension
|This article is part of the COLLADA extensions directory|
|Adding to the extensions directory|
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.
- A: Animatable. These elements are animatable using the 'sid' attribute.
- MB: ColladaMotionBuilder.
- MX: ColladaMax
- MY: ColladaMaya
|A,MY,MX,MB||Contains one boolean value that represents whether the texture should wrap within the U or V dimensions.|
|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.|
|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.|
|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.|
|A,MY,MX,MB||Contains one floating-point value that represents a multiplier to apply on the texture coordinates before sampling.|
|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.|
|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.
<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>