Viewerhelp:3.6.0/Build Tools - Texture

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KBcaution.png Important: This article has been translated. The translation was imported on 29 Mar 2010. Any changes will require re-export for incremental translation.
KBtip2.png Tip: For building tips and best practices, see Good Building Practices on the Second Life wiki.

Click the toolbar icons to change what the mouse cursor does inworld:

Focus Focus Move Move Edit Edit Create Create Land Land
Change camera view Move
objects
Edit
objects
Create
new prims
Terraform terrain
KBnote.png Note: This article has been edited since it was returned from translation. REQUIRES RE-TRANSLATION.

Selected object information

Shows the number of objects selected, their total land impact, and the remaining capacity of the current parcel. See Build Tools - Advanced for more information.


KBcaution.png Important: This article has been translated. The translation was imported on 29 Mar 2010. Any changes will require re-export for incremental translation.

Texture tab

These options apply to all selected faces of an object:

Color   Opens Color Picker so you can choose a color to overlay. Any existing textures become tinted by the selected color.
Transparency %   Select a transparent effect value from 0 (opaque) to 90 (almost invisible).
Glow   Select a glow effect value from 0.00 (not glowing) to 1.00 (washed-out bright). Glow is suitably used in moderation, such as making fire appear more realistic. Basic shaders must be on for glow to show.
Full Bright   Check to exclude selected faces from external lighting and shadow effects and render them at full, neutral brightness. Commonly used on screens displaying media and information signs.

Materials dropdown selected

Texture (diffuse) dropdown selected:
Texture   Opens Pick Texture so you can choose a texture from your inventory or your computer to display.
Alpha mode   If the texture contains an alpha (transparency) channel, you may choose a mode for how the alpha channel will be used. For detailed information on alpha mode controls, see Alpha Modes Do's and Don'ts.
Bumpiness (normal) dropdown selected:
Texture   Choose and apply a normal map texture from your inventory or your computer. Normal maps give applied 2D textures the appearance of depth.
Bumpiness   Choose a preset normal map and apply it to the selected surfaces.
Shininess (specular) dropdown selected:
Shininess   Set the reflectivity of the entire surface to Low, 'Medium, or High.
Texture   Choose a specular map texture from your inventory or computer to determine what parts of the surface reflect light. For details on Second Life's lighting model, see Second Life's light model for materials.
Glossiness   Set the intensity of the reflection of local lights (and the sun) in your specular map.
Environment   Set the intensity of the reflection of the entire world on the whole selected surface.
Color   Set the color that your specular map reflects.
Universal parameters for diffuse, normal, and specular map textures:
Mapping   How textures are mapped onto the object. A typical use for Planar is reducing distortion on angled surfaces. See Planar texture mapping.
Horizontal and Vertical scale   Sets how many times the applied texture is repeated horizontally or vertically on the selected faces. You can enter negative values to reverse or "flip" the texture's orientation.
Repeats per Meter   Sets how many times the texture is repeated per meter.
Rotation degrees   Rotates the texture around the center of the selected face.
Horizontal and Vertical Offset   Offsets the texture's center. Used for aligning textures across objects.

Media dropdown selected

Choose   Opens the Media Settings window, where you can designate media content to display on the selected face.
Remove   Removes all media from the selected face.
Align   Automatically stretches and aligns media to fit the face(s) it's displayed on. Align relies on the Size setting in Media Settings to determine the correct aspect ratio.