Surface Texture Panel (Basic Engine)

(Options > Element Attributes > Surfaces)

https://helpcenter.graphisoft.com/wp-content/uploads/archicad-25/140_userinterfacedialogboxes/TexturePanel.png 

Choosing and Editing a Texture

On the Texture panel, you can link a Texture to any standard or custom Surface.

If the selected Surface already has a Texture linked to it, the texture’s file name and preview picture are displayed, along with the image size in pixels.

To assign a Texture to a Surface:

1.Click the Browse button to open the Load Image from Library dialog box and find the needed texture map.

2.Click OK to assign the texture.

https://helpcenter.graphisoft.com/wp-content/uploads/archicad-25/140_userinterfacedialogboxes/LoadImage00327.png 

See also Texture Naming Conventions.

Notes:

Only files in the project libraries are available for selection.

If you save your Project as an Archive, all associated Textures can be saved by checking the Include Linked Textures checkbox (see Archive Projects).

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.

Define Texture Display

Define the vertical/horizontal size of the texture as applied to 3D surfaces.

https://helpcenter.graphisoft.com/wp-content/uploads/archicad-25/140_userinterfacedialogboxes/TextureMiddle.png 

Check Keep Original Proportion to keep the proportions of the original texture file for all elements.

Define the Rotation angle at which the texture is applied to elements.

Use the four Distribution 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.

Alpha Channel Effects

Use this pop-up in the Texture panel for Alpha Channel effects.

https://helpcenter.graphisoft.com/wp-content/uploads/archicad-25/140_userinterfacedialogboxes/AlphaBoxes.png 

In 32-bit color images, the Alpha Channel is an extra channel (in addition to RGB components) that can be edited in image editing applications such as Adobe Photoshop. ARCHICAD allows you to take advantage of the information placed in the Alpha Channel in several ways:

for masking elements in PhotoRenderings.

for transparency or bump mapping.

to model certain surface properties of the texture.

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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