Surface Texture Panel (Internal Engine)

(Options > Element Attributes > Surfaces)
On the Texture panel, you can link a Texture to any standard or custom Surface.
Click the Search button to open the Load Image from Library dialog box and find the needed texture map.
Click OK to assign the texture.
Note: Only files in the project libraries are available for selection. If you save your Project as an Archive, all associated Textures can be saved with the Plan by checking the Include Linked Textures checkbox. If a linked texture is missing from the Active Library, its name will appear in the Missing Library Items list.
Click Remove Texture to unlink the Texture from the Surface.
Check the Keep Original Proportion checkbox if you want to keep the proportions of the original texture file for all elements.
Define the angle at which the texture is applied to elements.
Use the four rotating and mirroring radio buttons to arrange the texture sequence.
Note: For good results, you need textures prepared for seamless tiling. These are images that can be placed in a matrix with no apparent line at connecting edges.
Activate the Random Origin checkbox to use a random starting point for applying the texture. This option is useful if there are several identical elements in the model that should differ in appearance.
Use the Sample pop-up list to adjust the number of texture units displayed in the Preview box – this helps you get a better idea of what the texture will look like.
Surface: If the alpha value is white, then you get the color of the texture, while if it is black, then the surface’s original color will be valid in the given pixel of the given surface. If the value is a shade of gray, then the two colors will be mixed and the result will appear in the PhotoRendering.
Ambient: The same as above, but applied to the Ambient color instead of the Surface color.
Specular: Controls to what extent the Specular effect is taken into account. If the alpha value is white, the Specular effect is entirely taken into account at the given pixel. If the alpha value is black, the Specular effect is entirely disregarded at the given pixel. Here again, intermediate values are allowed.
Diffuse: Controls the effect of diffuse light the same way as with Specular light.
Bump Mapping: Controls the surface normal at the given pixel, allowing for a convex effect on the surface. White values represent bumps, while black values represent holes.
Transparency: If the value is white, then the color of the texture is visible; if it is black, the texture will be perfectly transparent at the given pixel. Intermediate values are allowed.
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