New Texture

新纹理

New Texture...

新纹理..。

The following window opens when you choose New Texture:

当你选择 New Texture 时,下面的窗口会打开:

You can now do one of two things: you can either create a new texture (specify the dimensions, color mode, etc.), or you can load an existing texture from a storage medium (e.g., hard disk).

您现在可以做以下两件事中的一件: 您可以创建一个新的纹理(指定尺寸、颜色模式等) ,或者您可以从存储介质(例如硬盘)加载一个现有的纹理。

Name

姓名

You can type a name for your texture into the top input box. This name will be used to refer to the texture in the Attribute Manager and it is also used to form the filename when you save the texture (although you may opt to specify a different filename at save time).

您可以在顶部输入框中键入纹理的名称。这个名称将用于指代属性管理器中的纹理,当您保存纹理时,它也用于形成文件名(尽管您可以选择在保存时指定一个不同的文件名)。

Width, Height

宽度,高度

These fields define the width and height of your new texture. Select the unit of measurement using the drop-down lists to the right. You can choose pixels (the default), inches or cm.

这些字段定义新纹理的宽度和高度。使用右边的下拉列表选择度量单位。您可以选择像素(默认值) ,英寸或厘米。

Resolution

解决方案

In most cases, the default resolution of 72 pixels/inch (dpi) is appropriate because this is the resolution used by most monitors.

在大多数情况下,72像素/英寸(dpi)的默认分辨率是合适的,因为这是大多数显示器使用的分辨率。

Exception: you may need to change the default resolution if you want to print out the texture and you have specified the dimensions (Width and Height) in inches or cm.

例外: 如果您想打印出纹理,并且已经指定了尺寸(宽度和高度) ,以英寸或厘米为单位,则可能需要更改默认分辨率。

Mode

模式

This is where you choose the color mode used by the texture (grayscale or RGB)

这是您选择纹理使用的颜色模式(灰度或 RGB)的地方

Define the color depth for your new texture. You can select from 8, 16 or 32-bits per channel.

定义新纹理的颜色深度。每个通道可以选择8、16或32位。

Color

颜色

This defines the texture’s background color. You can choose one of four options:

这定义了纹理的背景颜色,你可以选择以下四个选项之一:

Background

背景

The current background color is used.

使用当前的背景颜色。

Foreground

前景

The current foreground color is applied.

应用当前的前景色。

Color

颜色

Use the color chooser to pick a color for the texture’s background.

使用颜色选择器为纹理的背景选择颜色。

Transparent

透明的

This allocates a transparent background to the texture.

这将为纹理分配一个透明背景。

The Max. Memory/Layer value, near the bottom of the window tells you the maximum RAM required for each layer.

窗口底部附近的 Max. Memory/Layer 值告诉你每一层所需的最大 RAM。

Once you have set the parameters as required, click OK to create the new texture. The window will close and you will see the new texture appear in the Texture view.

设置了所需的参数之后,单击 OK 创建新的纹理。窗口将关闭,你将看到新的纹理出现在纹理视图。

Assigning a texture to a material channel

将纹理分配给材质通道

To assign a texture to a material channel:

为材质通道分配纹理:

  1. Double-click on the material in the 对象中的材质双击Material Manager 材质管理器 to open the Material Editor (or simply click once if you want to make changes in the Attributes Manager). In the Material Editor, activate the material channel to which the texture should be assigned. Next, click the triangle right of the Image. From the menu that opens, choose the desired texture from the Bitmaps sub-menu. All bitmaps in RAM are displayed on this menu. 打开材质编辑器(如果您想在属性管理器中进行更改,只需单击一次)。在材质编辑器中,激活应该分配纹理的材质通道。接下来,单击图像右边的三角形。从打开的菜单中,从位图子菜单中选择所需的纹理。RAM 中的所有位图都显示在此菜单上