vb.net 2d barcode dll The scene is re-rendered after editing the RepeatUV attribute in Software

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The scene is re-rendered after editing the RepeatUV attribute
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texture maps appear blurry in hardware shaded mode You can increase the quality by selecting the material and editing its Texture Resolution attribute in the material s Attribute Editor under the Hardware Texturing Use this pull-down menu to change the display resolution from Default to Highest [256 256]
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In many situations, you ll want to use multiple texture maps to control a single material attribute This not only increases the detail in a texture, but can also aid in hiding any noticeable tiling artifacts caused by a repeating texture A layered texture node is a type of rendering node that allows multiple texture files to be combined together in a singe node This is similar to compositing an image using Photoshop layers The textures can be arranged in any order, their opacity edited, and the blend type chosen to control how each layer will affect the layer underneath Masks can also be applied to any layer by connecting other textures to the alpha channel of the layer you wish to mask
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Right-click in the Workspace area and choose Create | Layered Texture from the marking menu The new node appears in the Workspace Name it tStoneColor Notice that the node is green This is because the layered texture has a default green layer already in it Create another file texture from the Create Bar in the Hypershade Make sure that the Create options are set to Normal, instead of As Projection (Because we will use the existing projection node, proj_stone, to project the tStoneColor node through, there is no need to create an additional projection node) Name this texture to tGrunge Reroute the connection into the proj_ stone node through the layered texture node MMB-drag the tStoneColor node onto the proj_stone node and choose Image from the marking menu This replaces the previous connection to the tStoneColor file texture node Route both color textures into the tStoneColor node Select the tStoneColor node and look in the Attribute Editor You should see a big, white space with a green block inside it This is where you can arrange your textures into layers The leftmost texture will be the one on top Figure 18-5 shows the Attribute Editor with the tStoneColor node loaded FIGURE 18-5 The layered texture, named tStoneColor, is loaded into the Attribute Editor and has two layers loaded
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MMB-drag the tStoneColor texture from the Workspace window into this white space in the Attribute Editor, shown in Figure 18-5 Do the same thing with the tGrunge node You should now have three blocks in the Layer Editor: two textures and the default green layer Click the check box under the green block to delete that layer Arrange the remaining two layers so that the grid texture is on top or to the left of the checker texture in the Attribute Editor When you are finished with these steps, the layered texture s Attribute Editor should match Figure 18-5 Set the Blend Mode to Multiply This multiplies the pixel values between the two layers and, hence, darkens the pixels Select the placement node that is connected to the tGrunge file texture Name this place2DGrunge Select the place2DGrunge file texture and set the RepeatUV attributes to 2 and 2 Since 2 is not a multiple of 5 (the Repeat Value used on the place2DStone texture), the tGrunge texture will not tile at the same frequency as the tStoneColor texture, thus breaking up any noticeable tiles Do a test render to see the results This render is shown in Figure 18-6 Compare this to the render shown in Figure 18-4 Notice how the two textures repeating at different rates create unique pixel values across the surfaces
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FIGURE 18-6
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