To create a texture resource:
From the Resource Browser, select New Resource > Renderworks Texture from the Resources menu.
The Edit Texture dialog box opens. Specify the shader parameters. Shader types and properties are described in Renderworks Shader Types.
Click to show/hide the parameters.
Click OK to create a texture with the name and properties specified in the Edit Texture dialog box. The texture displays in the Resource Browser and is saved with the file (the texture preview in the Resource Browser uses the Flat preview object at twice the texture size for ease of identification).
For image-based shaders, the real-world size of each texture repetition can be set based on a segment of the image.
To set the size of an image texture based on the image:
Select the image to use for the texture, as described in Creating Image-based Shaders.
In the Edit Texture dialog box, click Set By Image. If several image-based shaders are used, select the shader with the desired image in the Choose Image dialog box.
The Set Image Size dialog box opens. Red handles flash briefly to indicate the location of the line segment.
Specify the image length to use for sizing the texture by dragging the line segment into position, and then dragging the ends of the line segment. If necessary, use the mouse scroll wheel to zoom into and out of the image, or click and hold the mouse wheel button to pan.
When the line is indicating the desired real-world length, specify the real-world size for the line segment in Feature Size.
Click OK to exit the Set Image Size dialog box and update the Size value.
To save rendering time, it is possible to override the indirect lighting settings for individual textures (see Setting Lighting Options).
To set indirect lighting overrides for a texture:
From the Edit Texture dialog box, click Indirect Lighting Options.
The Indirect Lighting Texture Options dialog box opens. Specify whether, and to what degree, the texture should override the indirect lighting options.
Click to show/hide the parameters.
Click OK.
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