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Flamingo images only
Flamingo images only








flamingo images only flamingo images only

This control is only available when the Color option is selected. Must be greater than 0.0 for color masking to occur. The value indicates the size of the area around the color that is also masked. See the Color Selector topic for details. Use the Color Selector to set the main color. Click on the Color Dropper, then on the bitmap to pick the color. Color DropperĬlick to select the mask color from the bitmap. Selecting the Color option will activate the Color Dropper, Color Selector, and Sensitivity controls. There is also a sensitivity number to make the mask more or less sensitive to a single specific color as a masked color. If alpha channel does not exist in an image, a color in the image can be specified as a mask. At other alpha strengths, the image pixels will blend with transparency. If the Alpha channel is 100%, the images pixel will be complete transparent. The value of the alpha mask determines the intensity of the pixel color. The alpha channel is an 8-bit (256-level) grayscale representation of the image that masks the color of the underlying pixel. Each pixel in an image is described as channels of data that define the mixture of the red, green, and blue (RGB) colors. Alpha channels create and store masks that let you isolate and protect parts of an image while you apply color changes, filters, or other effects to the rest of the image. The alpha channel is a portion of each pixel’s data that is reserved for transparency information. On the right is the image over a water surface. The gray checkered area represents the image alpha channel. Uses the image’s alpha channel to define the masked area if one exists. Without masking (left) the image covers the surface, with masking (right), the red material shows through. The material assigned to a planar surface in this example has a red base color. Masking allows the material to show through the image where the alpha channel or masking color exists. With no masking, the image obscures the underlying material. Masking information can come from three sources in the bitmap:

flamingo images only

In this example, an image with an alpha-channel background is placed as a decal on a rectangular surface. This allows textures to have complex shaped boundaries and create complex effects such as holes in a surface. Obscures portions of the image based on either a color value or an alpha channel stored in the image. Maintains the ratio between the Width and Height. These settings specify how large each instance (tile) will be in current model units. Image maps used in material definitions are always repeated (tiled). Image resolutionĭisplays the resolution in pixels of the current image file. Click on the image to select a different image. Hold the mouse over the image to see a pop-up of the image file name. Flamingo Image Image previewĭisplays a preview of the selected image file. This name is used by the Texture library of the RDK and has no real impact on Flamingo. A common method is to use a picture of a real-world material as the materials color. Note: To make a bitmap image cover only part of the object (like a label on a wine bottle or a logo on a product), use the Decal feature instead. If the bitmap does not tile well, use the option to mirror the tiles. Small images that can be seamlessly tiled tend to work best. Patterns are repeated infinitely (tiled) in four directions at a specified scale. The material becomes visible only where an object passes through it. Imagine that the material stretches infinitely in all directions in space. Scan photographs and real materials like wallpaper and carpet, create patterns in a paint program, or use images from other bitmap sources.










Flamingo images only