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AVEVA™ XR Studio

TextureFX

  • Last UpdatedDec 14, 2023
  • 3 minute read

The TextureFX node can create dynamic runtime textures based on different effects.

Platform support

This node is supported on XR-Windows platform only.

XR-WIN

XR-P-WIN

XR-P-IOS

XR-P-AND

XR-P-WASM

Full support

No support

No support

No support

No support

Full support

No support

No support

No support

No support

Coloring

Texture coloring is done vertical line by vertical line from left to right with the following rules:

  • Points above the highest line have that line color.

  • Points below the lowest line have that line color.

  • Points on a line have line color. If more lines intersect in a point, the color is the one of the line with highest ID.

  • Points between two lines show a color that is the linear interpolation among the two line colors weighted on relative distance.

getAlphaColor function description

Parameters

It accept two comma-separated sfloat values containing the texture point coordinate in the space (0 0) - (1 1).

Parameter string example:

0.4,0.77

Result

It returns an sfloat value representing the current value in the color space (0-1) assigned to the uv coordinate.

Result example

0.74

Code example

This is a code example for the TextureFX node.

<TextureFX name="fx_itemcolor_TEE011" size="32 32" cellsW="2" cellsH="2" c_0_0="0" c_1_0="#1*@voxel_Liquid_Loop1|itemcolor_TEE011_14_voxel.value@+0*@voxel_Liquid_Loop1|itemcolor_TEE011_13_voxel.value@#" c_0_1="0" c_1_1="#1*@voxel_Liquid_Loop1|itemcolor_TEE011_14_voxel.value@+0*@voxel_Liquid_Loop1|itemcolor_TEE011_13_voxel.value@#" />

Lines

Texture filling is based on individual lines that move it horizontally.

Lines can be defined by one or more points with the following rules:

  • Before the first point, the line is assumed to be horizontal and keeps its first point v value.

  • After last point, the line is assumed to continue horizontally keeping the same v value.

From these rules, a single point is enough to draw a horizontal line.

Each line has a color selected in the colors list. Different lines can have the same color.

TextureFX fields

These are the fields for TextureFX node. Only the node-specific fields are indicated, not fields obtained by inheritance.

Field inheritance: NodeBase > TextureFX

Fields

Type

Use

Default value

Description

cellsW

sint

Optional

1

Number of cells on the width where the texture is split.

cellsH

sint

Optional

1

Number of cells on the height where the texture is split.

colors

mvec4

Optional

0 0 1 1,0 1 0 1,1 0 0 1

List of colors in (0-1) normalized RGBA space. When the type is set to cells, SVEC3 values are also accepted.

c_X_Y

sfloat

Optional

0

Value assigned to each cell that determines the behavior of the selected effect.

getAlphaColor

sfunction

Read only

Not set

Returns the value in the color range (0-1) assigned to a UV coordinate in the texture.

lines.linesNum

sint

Optional

1

Number of lines used by effect.

lines.pos_X

mvec2

Optional

These UV coordinates define the individual line aspect. At least one point must be provided. V values—before first point U and after last point U—are kept constant.

lines.val_X

sint

Optional

0

This value is used to assign a color to the line. It refers to the ID of the entries of the colors list. Zero (0) means first color in the list.

size

svec2

Optional

256 256

The size of the produced texture.

type

senum

Optional

cells

Specifies the type as cells or lines.

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