Krakatoa MY Apply Texture Modifier Node

../../../_images/kmy_applytexture_modifier_ui.png
  • The Apply Texture node exposes the following controls:

Modifier panel

Enabled checkbox

  • Checked by default.
  • When checked, the node will be evaluated by the Krakatoa renderer.
  • When unchecked, the node will be skipped completely by the Krakatoa renderer as if it was not connected to the Particle Source at all.
  • This attribute can be used to temporarily toggle a node on and off without removing it completely from the scene.
  • Its state can also be toggled by double-clicking the modifier’s entry on the Modifier Editor’s list.

Name text field

  • This text field provides a user-defined name for the modifier.
  • The name is used only for reference/user notes and does not affect the modifier’s functionality.
  • This name will also be displayed in the Modifiers Editor, so it should be set to a helpful text reflecting the function of the modifier.

Type text field

  • This read-only text field shows the type for the modifier.
  • It cannot be changed by the user.

Settings panel

Evaluate In Viewport checkbox

  • This checkbox is checked by default.
  • When unchecked, the texture will not be evaluated in the viewports.
  • When checked, the texture will be evaluated
    • if the object the modifier is applied to is a Krakatoa PRT object and the Channel is “Color”, its results will be reflected by the viewport particles
    • If the object is a Maya native particle system, or the channel being set is not “Color”, the viewport will not reflect the modifier’s contribution.

Channel Selection list

  • This drop-down list provides a list of typical channel names to quicky set the Source Name value without typing.
  • The default selection is “Color”.
  • The top entry on the list is <Custom Channel>
    • It will be selected automatically when a new value is entered in the Source Name field (see below) that does not exist on the list.

Channel Name text field

  • This text field defines the particle data channel to be replaced by the result of the shader evaluation.
  • The default is “Color” which will set the Color of the particles to the rgb output of the shader.
  • Any relevant channel like “Emission” or “Absorption” can be specified here.

UVW Selection list

  • This drop-down list provides a list of typical channel names to quicky set the Source Name value without typing.
  • The default selection is “Color”.
  • The top entry on the list is <Custom Channel>
    • It will be selected automatically when a new value is entered in the Source Name field (see below) that does not exist on the list.

UVW Name text field

  • This text field provides the name of the Mapping Coordinates Channel to be used per particle to evaluate the texture.
  • It defaults to “Position”, thus evaluating the texture in object space.
  • It can be set to any valid particle data channel that can be used as mapping coordinates.

Texture picker

  • This control provides the texture to be evaluated for each particle.
  • If no texture node has been selected, the single color will be used for every particle, resulting in the same behavior as Set Vector Channel, but using a more convenient color picker.