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Context – Allows the attachment of a Context node (UVW generator) to adjust the UVWs of the texture. For more information, visit the Context Nodes page.

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Animation

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Type – Determines whether the files are treated as an image Sequence or an Explicit animation. The Sequence Type reads the files as a whole animation, while the Explicit type allows you to select a single frame from the texture animation and use it as a static shader. Parameters are different for each type. 


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Sequence

Mode – Determines how the animation is played.

Simple – Plays the animation once from start to finish.
Loop – Plays the animation from start to finish infinitely.
Ping-Pong – Plays the animation from start to finish, then from finish to start, and continues like this infinitely.

Timing – Determines the playback speed of the animation.

Exact Frame – Plays one frame of the animation per frame of the render. With this mode, no frames are dropped. If the project and the texture animation have a different Frames Per Second (FPS) setup, the project speed overrides the animation speed. 
Exact Second – Matches each second of the animation to each second of the project. This mode ensures that the animation's original speed is kept.
Range – Determines a custom frame range for the animation to play. Use this mode when you don't want the texture animation to play from the first frame.

Range Start and Range End determine the first and last frame of the animation when the Timing is set to Range.

Loops – Determines the number of times the texture animation repeats from the start.


Start Frame – Allows you to manually determine the first frame of the texture animation.

End Frame – Allows you to manually determine the last frame of the texture animation.

Frame Rate – Allows you to manually determine the rate of frames per second of the texture animation.

Calculate – Automatically determines the texture animation's Start Frame, End Frame,and Frame Rate. When rendering sequential images, this information is determined from the images with the lowest and highest number. A frame rate of 25fps is assumed. Other rates have to be entered manually.

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Explicit

Frame Sequence – Enables reading the image sequence.

Use Current Animation Frame – Syncs the timeline frames to the image sequence numbers. This is similar to how the Sequence Type behaves.

Frame Number – Selects a single frame from the image sequence to be displayed as a static shader. The frame number is equivalent to the number in the file name.

Frame Offset – Adds this value to the Frame Number, offsetting the static image to a new frame from the image sequence. Negative numbers can be used here.

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Image File (.IFL)

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This rollout allows you to manually set the properties of your animated texture when using .ifl files.

Start Frame – Determines the first frame of the animation.

Playback Rate – Determines how many frames per second and played back. 

End Condition – Determines the playback mode of the texture animation. 

Loop – Plays the animation from start to finish infinitely.
Ping Pong – Plays the animation from start to finish and then from finish to start. Loops like this infinitely.
Hold – Plays the animation once from start to finish.

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