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/****************************************************************************
**
** Copyright (C) 2019 The Qt Company Ltd.
** Contact: https://www.qt.io/licensing/
**
** This file is part of Qt Design Studio.
**
** $QT_BEGIN_LICENSE:FDL$
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****************************************************************************/
/*!
\contentspage {Qt Design Studio Manual}
\page studio-3d-texture.html
\previouspage studio-3d-materials.html
\nextpage studio-3d-lights.html
\title Attaching Textures to Materials
You can use the Texture 3D QML type to attach textures to materials.
You specify an image and how it is mapped to meshes in a 3D scene.
\section1 Selecting the Mapping Method
To specify the method of mapping to use when sampling a texture, select
\uicontrol UV, \uicontrol Environment, or \uicontrol LightProbe in the
\uicontrol {Texture mapping} field.
UV mapping is the process of projecting 2D images to the surface of a
3D model for texture mapping. The letters \e U and \e V denote the axes
of the 2D texture, because x, y, and z are already used to denote the
axes of the 3D object in the model space. You can paint the polygons that
make up a 3D object with color and other surface attributes from a UV
texture map. Pixels in the image are assigned to surface mappings on the
polygon. Usually this is done by programmatically copying a triangular
piece of the image map and pasting it onto a triangle on the object.
UV mapping is used by default for diffuse and opacity maps. It sticks the
image to the mesh, so that a particular same portion of the image always
appears on a particular vertex, unless you animate the UV properties.
Environment mapping is used by default for specular reflection. It
\e projects the image onto the material as though it is being reflected
from the material. Using Environmental mapping for diffuse maps provides a
mirror effect.
Light probe mapping is used by default for HDRI sphere maps of
light probes. For more information about light probes, see
\l {Using Highlights and Reflections}.
To use image data from a file, specify the path to the file in the
\uicontrol Source field. To use a 2D Qt Quick QML type as the source,
specify the type in the \uicontrol {Source item} field. The type is
rendered as an offscreen layer. If you specify the source item, any
image you might specify as a source is ignored.
\note Currently, there is no way to forward input events to the Item
used as a texture source.
\section1 UV Scaling
The \uicontrol {U scale} and \uicontrol {V scale} properties define how
to scale the U and V texture coordinates when mapping to a mesh's UV
coordinates.
Scaling the U value when using horizontal tiling specifies how many times
the texture is repeated from left to right, while scaling the V value when
using vertical tiling specifies the repetition from bottom to top.
To control how the texture is mapped when the U scaling value is greater
than 1, set the horizontal tiling mode in the \uicontrol {U tiling} field.
To control how the texture is mapped when the V scaling value is greater
than 1, set the vertical tiling mode in the \uicontrol {V tiling} field.
To specify that the texture is not tiled, but the value on the edge is used
instead, select \uicontrol ClampToEdge. To repeat the texture and mirrored
it over the x or y axis, select \uicontrol MirroredRepeat. To repeat the
texture over the x or y axis, select \uicontrol Repeat.
\section1 Setting UV Transform Properties
To offset the U coordinate mapping from left to right, set the position of
the component in the \uicontrol {U position} field. To offset the mapping
from bottom to top, set it in the \uicontrol {V position} field.
Specify the U and V pivot point in the \uicontrol {U pivot} and
\uicontrol {V pivot} fields.
To rotate the texture around the pivot point, specify rotation as degrees
in the \uicontrol {UV rotation} field. A positive value indicates clockwise
rotation.
For more information about rotating and pivoting components in the local
coordinate space, see \l {Setting Transform Properties}.
*/
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