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blender-manual-2.49a-1ark.i586.rpm

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>Blender Documentation Volume I - User Guide: Last modified April 29 2004 S68</TH
></TR
><TR
><TD
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ALIGN="left"
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><A
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>&#60;&#60;&#60; Previous</A
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>Materials and textures</TD
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><DIV
CLASS="section"
><H1
CLASS="section"
><A
NAME="materials_textures"
></A
>Textures</H1
><P
>&#13;	The material settings that we've seen up to now produce nice, smooth, 
<I
CLASS="emphasis"
>uniform</I
>
	objects. Of course, such objects are never true to reality, where 
disuniformities are most common.
</P
><P
>&#13;	Blender accounts for these disuniformities, whether in color, reflective 
or specular power, roughness, and so on, via <I
CLASS="emphasis"
>textures</I
>.
</P
><DIV
CLASS="section"
><H2
CLASS="section"
><A
NAME="AEN4173"
></A
>Textures from the Material Point of View</H2
><P
>&#13;	In Blender, the Materials and Textures form separate blocks in order to 
keep the interface simple and to allow
	universal integration between Textures, Lamps, and World blocks.
</P
><P
>&#13;The
	relationship between a Material and a Texture, called the
	'mapping,' is two-sided. First, the information that
	is passed on to the Texture must be specified. Then the effect of the
	Texture on the Material is specified. The <TT
CLASS="literal"
>Texture</TT
> panel on the
	right-hand side (and similar panes exists for the the Lamp and World buttons) 
	defines all these calculations.
</P
><P
>&#13;	For an untextured material the panel shows a column of eight empty 
	texture <I
CLASS="emphasis"
>channels</I
> (<A
HREF="x4167.html#BSG.TEX.F.S68.101"
>Figure 15</A
>), 
      by selecting one and pressing
	<TT
CLASS="literal"
>Add New</TT
> or by selecting an existing texture with the MenuButton right below
	(<A
HREF="x4167.html#BSG.TEX.F.S68.106"
>Figure 16</A
>) you add a texture and the Panel 
      shows two more tabs: <TT
CLASS="literal"
>Map Input</TT
>
	and <TT
CLASS="literal"
>Map To</TT
>.
	 The Tabs buttons are organized in the sequence in 
	which the
	'texture pipeline' is performed.
</P
><DIV
CLASS="figure"
><A
NAME="BSG.TEX.F.S68.101"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartM/materials/gfx/TextureChannelsHoriz.png"></P
></DIV
><P
><B
>Figure 15. Texture Channels</B
></P
></DIV
><P
>&#13;	Each channel
	has its own individual mapping. By default, textures 
are executed 
	one after another and then superimposed. As a result, an added second 
Texture channel can 
	completely replace the first one!
	Next to each non-empty texture channel a check button allows you to
	select or de-select a given channel. De-selected channels
	are simply removed from the pipeline.
</P
><DIV
CLASS="figure"
><A
NAME="BSG.TEX.F.S68.106"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartM/materials/gfx/MaterialTextureBlock.png"></P
></DIV
><P
><B
>Figure 16. Texture selection block</B
></P
></DIV
><P
>&#13;	The Texture itself is designated by its name, which you can edit in the Text Button
	above the Texture selection MenuButton.
</P
><DIV
CLASS="figure"
><A
NAME="BSG.TEX.F.S68.102"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartM/materials/gfx/MaterialCoordInput.png"></P
></DIV
><P
><B
>Figure 17. Material Coordinate input</B
></P
></DIV
><P
>&#13;	<A
HREF="x4167.html#BSG.TEX.F.S68.102"
>Figure 17</A
> shows the <TT
CLASS="literal"
>Map Input</TT
> panel.  
	Each Texture has a 3D coordinate (the texture
	coordinate) as input. The values, passed to the texture as coordinates
	for each pixel of the rendered image belonging to a given material, are
	computed according to these buttons:
</P
><P
></P
><UL
><LI
><P
><TT
CLASS="literal"
>UV</TT
>
Uses a special kind of mapping called 'UV' mapping. This is especially useful 
when using images as textures, as we'll see in <A
HREF="x4840.html"
>the Section called <I
>UV editor and FaceSelect</I
></A
>.
</P
></LI
><LI
><P
><TT
CLASS="literal"
>Object</TT
>
Uses an Object as source of coordinates; usually an Empty. The Object name must 
be specified in the text button on the right. This is the preferred way to
place a small image as a logo or whatever at a given point on the object.
</P
></LI
><LI
><P
><TT
CLASS="literal"
>Glob</TT
>
Uses Blender Global 3D coordinates.
</P
></LI
><LI
><P
><TT
CLASS="literal"
>Orco</TT
>
Uses the Object local, original, coordinates.
</P
></LI
><LI
><P
><TT
CLASS="literal"
>Stick</TT
>
Uses the Object local, sticky, coordinates.
</P
></LI
><LI
><P
><TT
CLASS="literal"
>Win</TT
>
Uses the rendered image window coordinates.
</P
></LI
><LI
><P
><TT
CLASS="literal"
>Nor</TT
>
Uses the direction of the normal vector as coordinates.
</P
></LI
><LI
><P
><TT
CLASS="literal"
>Refl</TT
>
Uses the direction of the reflection vector as coordinates.
</P
></LI
></UL
><DIV
CLASS="figure"
><A
NAME="BSG.TEX.F.S68.103"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartM/materials/gfx/MaterialTextureMapping.png"></P
></DIV
><P
><B
>Figure 18. Texture mapping</B
></P
></DIV
><P
>&#13;	If the texture is an image it is 2D, and we must map the 3D space onto it.
The most flexible way to do so is
	with UV mapping, otherwise four possible pre-set
	mappings are provided (<A
HREF="x4167.html#BSG.TEX.F.S68.103"
>Figure 18</A
>).
</P
><DIV
CLASS="figure"
><A
NAME="BSG.TEX.F.S68.104"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartM/materials/gfx/MaterialTextureSwitch.png"></P
></DIV
><P
><B
>Figure 19. Coordinate transformation</B
></P
></DIV
><P
>&#13;	The X, Y and Z coordinates passed to the texture can be shuffled about to
	obtain special effects. The buttons in <A
HREF="x4167.html#BSG.TEX.F.S68.104"
>Figure 19</A
>
	allow you to switch X into Y or Z and so on, or to turn them
	off.
</P
><DIV
CLASS="figure"
><A
NAME="BSG.TEX.F.S68.105"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartM/materials/gfx/MaterialTextureTransform.png"></P
></DIV
><P
><B
>Figure 20. Texture coordinate Offsets and Scaling factors</B
></P
></DIV
><P
>&#13;	Coordinates can be scaled and translated by assigning an offset (<A
HREF="x4167.html#BSG.TEX.F.S68.105"
>Figure 20</A
>).
</P
><DIV
CLASS="figure"
><A
NAME="BSG.TEX.F.S68.107"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartM/materials/gfx/MaterialTextureInput.png"></P
></DIV
><P
><B
>Figure 21. Texture Inputs</B
></P
></DIV
><P
>&#13;	Moving to the <TT
CLASS="literal"
>Map To</TT
> tab,
      <A
HREF="x4167.html#BSG.TEX.F.S68.107"
>Figure 21</A
> shows the texture input settings. The 
      three
	buttons determine whether the texture should be used as a 
<TT
CLASS="literal"
>Stencil</TT
>	(a Mask for subsequent texture channels); a 
<TT
CLASS="literal"
>Negative</TT
>
	texture (assigning negative, rather than positive, values); or as a black 
and white (<TT
CLASS="literal"
>No RGB</TT
>), intensity only, texture. The three sliders 
below these buttons define the texture
	base color, which can be overridden by color specifications
	inside the texture definition. Finally the last slider defines the 
intensity
	of the texture effect.
</P
><DIV
CLASS="figure"
><A
NAME="BSG.TEX.F.S68.108"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartM/materials/gfx/MaterialTextureOutput.png"></P
></DIV
><P
><B
>Figure 22. Texture Outputs </B
></P
></DIV
><P
>&#13;	<A
HREF="x4167.html#BSG.TEX.F.S68.108"
>Figure 22</A
> shows the toggle buttons 
	which determine which characteristic of the material will be affected
	by the texture. Some of these button are three state buttons, meaning that 
the texture can
	be applied as positive or negative. All of these buttons are independent.
</P
><P
></P
><UL
><LI
><P
><TT
CLASS="literal"
>Col</TT
>
(on/off) Uses the texture to alter the Material color.
</P
></LI
><LI
><P
><TT
CLASS="literal"
>Nor</TT
>
(off/positive/negative) Uses the texture to alter the direction of the local 
normal. This is
used to fake surface imperfections or unevenness via bump mapping.
</P
></LI
><LI
><P
><TT
CLASS="literal"
>Csp</TT
>
(on/off) Uses the texture to alter the Specular color.
</P
></LI
><LI
><P
><TT
CLASS="literal"
>Cmir</TT
>
(on/off) Uses the texture to alter the Mirror color.
</P
></LI
><LI
><P
><TT
CLASS="literal"
>Ref, Spec, Hard, Alpha, Emit</TT
>
(off/positive/negative) Uses the texture to alter the Corresponding Material 
value.
</P
></LI
></UL
><DIV
CLASS="figure"
><A
NAME="BSG.TEX.F.S68.109"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartM/materials/gfx/MaterialTextureOutputSettings.png"></P
></DIV
><P
><B
>Figure 23. Output settings</B
></P
></DIV
><P
>&#13;	The output settings (<A
HREF="x4167.html#BSG.TEX.F.S68.109"
>Figure 23</A
>) determine the 
strength of 
	the effect of the Texture output. Mixing is possible with a standard 
value, including addition,
	subtraction, or multiplication. Textures give three types of output:
</P
><P
></P
><UL
><LI
><P
>&#13;RGB textures: return three values, which always affect color.
</P
></LI
><LI
><P
>&#13;Bump textures: return three values, which always affect the normal
vector. Only the "Stucci" and "Image" texture can give normals.
</P
></LI
><LI
><P
>&#13;Intensity textures: return a single value. This intensity can
control "Alpha," for example, or determine the strength of a color
specified using the <I
CLASS="emphasis"
>mapping</I
> buttons.
</P
></LI
></UL
><P
>&#13;	You can adjust the intensity of these settings separately using the 
pertinent sliders
	(<A
HREF="x4167.html#BSG.TEX.F.S68.109"
>Figure 23</A
>).
</P
></DIV
><DIV
CLASS="section"
><H2
CLASS="section"
><A
NAME="AEN4303"
></A
>Textures themselves</H2
><P
>&#13;	Once a new texture has been added to a material, it can be defined by 
	switching to the Texture Buttons (<B
CLASS="keycap"
>F6</B
>) or <B
CLASS="guiicon"
>&#13;  	<IMG
SRC="PartM/materials/gfx/TextureButtonsButton.png">
  	</B
> sub-context of the Shading context to obtain <A
HREF="x4167.html#BSG.TEX.F.S68.110"
>Figure 24</A
>.
</P
><DIV
CLASS="figure"
><A
NAME="BSG.TEX.F.S68.110"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartM/materials/gfx/TextureButtons.png"></P
></DIV
><P
><B
>Figure 24. Texture buttons</B
></P
></DIV
><P
>&#13;	A new, empty texture Button Window presents two panels: a
	Texture <TT
CLASS="literal"
>Preview</TT
> and a <TT
CLASS="literal"
>Texture</TT
>
	panel, the latter with two tabs.
</P
><P
>&#13;	In the <TT
CLASS="literal"
>Preview</TT
> panel toggle buttons
	define if this is a Material, Lamp or World texture, and a 
	button <TT
CLASS="literal"
>Default Var</TT
> allows to return texture
	parameters to default values.
</P
><P
>&#13;	The <TT
CLASS="literal"
>Texture</TT
> tab replicates the texture channels 
	and the Texture Menu Button of the linked Material.
	The two columns of Toggle Buttons selects the Texture type. The button 
	<TT
CLASS="literal"
>Image</TT
> allows
	an image to be loaded and used as a texture (the first button simply
	is "no texture"). The third button allows for the use of a very special 
	kind
	of texture, the Environment Map (<TT
CLASS="literal"
>EnvMap</TT
>). 
	The last button (<TT
CLASS="literal"
>Plugin</TT
>)
	allows for loading
	an external piece of code to define the texture. (These three buttons 
	are rather unique and will be treated separately later on.)
	As soon as a texture type is chosen a new Panel appears, with a name matching
	the texture type, where texture parameters can be set.
</P
><P
>&#13;	The remaining buttons define 3D <I
CLASS="emphasis"
>procedural</I
> textures, 
	which are textures that are defined mathematically. They are generally simpler 
	to use, and will give outstanding results once mastered. We will describe just 
	one of these, the <TT
CLASS="literal"
>Wood</TT
> button, leaving
	you to investigate further. (The reference chapter in this book contains a 
	full details on each.)

</P
><P
>&#13;	<TT
CLASS="literal"
>Wood</TT
> is a <I
CLASS="emphasis"
>procedural</I
>, which means
	that each 3D coordinate can be translated directly into a color or a
	value. These types of textures are 'real' 3D. By that we mean that they 
	fit together perfectly at the edges and continue to look like what they are 
	meant
	to look like even when they are cut; as if a block of wood had really been 
	cut
	in two.
</P
><P
>&#13;	Procedural textures are <I
CLASS="emphasis"
>not</I
> filtered or
	anti-aliased. This is hardly ever a problem: the user can easily keep
	the specified frequencies within acceptable limits.
</P
><P
>&#13;	Procedural texture can either produce colored textures or intensity only 
	textures.
	If intensity only ones are used the result is a black and white texture, 
	which can be greately enhanced by the use of colorbands. The colorband is an 
	often-neglected tool in the <TT
CLASS="literal"
>Colors</TT
> tab in the
	<TT
CLASS="literal"
>Texture</TT
> Panel that gives you an impressive level 
	of control over how
	procedural textures are rendered. Instead of simply rendering each
	texture as a linear progression from 0.0 to 1.0, you can use the
	colorband to create a gradient which progresses through as many
	variations of color and transparency (alpha) as you like
	(<A
HREF="x4167.html#BSG.TEX.F.S68.110b"
>Figure 25</A
>).
</P
><DIV
CLASS="figure"
><A
NAME="BSG.TEX.F.S68.110b"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartM/materials/gfx/TextureColorBand.png"></P
></DIV
><P
><B
>Figure 25. Texture Colorband.</B
></P
></DIV
><P
>&#13;	Skilled use of colorbands leads to really cool marble and cloud textures. 
To use it, select a procedural texture, such as
	<TT
CLASS="literal"
>Wood</TT
>. Click the <TT
CLASS="literal"
>Colorband</TT
> button.
</P
><P
>&#13;
The
	<TT
CLASS="literal"
>Colorband</TT
> is Blender's gradient editor. Each point on 
the
	band can be placed at any location and can be assigned any color and
	transparency. Blender will interpolate the values from one point to
	the next. To use it, select the point you want to edit with the 
<TT
CLASS="literal"
>Cur:</TT
> number
	button, then add and delete points with the <TT
CLASS="literal"
>Add</TT
> and
	<TT
CLASS="literal"
>Del</TT
> buttons. The RGB and Alpha values of the current 
point
	are displayed, along with the point's location on the band. 
	Drag with the left mouse to change the location of the current point.
</P
><P
>&#13;	We can use two
	<TT
CLASS="literal"
>Wood</TT
> textures to make ring patterns in two different
	scales, each of which will have different effects on the appearance of the 
wood. The
	<TT
CLASS="literal"
>Wood</TT
> textures are identical except for the way in which 
they are
	mapped in the material buttons window, and in the different color bands
	used.

</P
><P
>&#13;We will also also use a <TT
CLASS="literal"
>Clouds</TT
> texture to make a grain
	pattern. To see the result of just one texture, isolated from the
	others, remember the Check buttons in the <TT
CLASS="literal"
>Texture</TT
> Panel
	in Material Buttons.
</P
><DIV
CLASS="figure"
><A
NAME="BSG.TEX.F.S68.111"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartM/materials/gfx/TextureSep.png"></P
></DIV
><P
><B
>Figure 26. Copying and Pasting Textures</B
></P
></DIV
><DIV
CLASS="tip"
><P
></P
><TABLE
CLASS="tip"
WIDTH="100%"
BORDER="0"
><TR
><TD
WIDTH="25"
ALIGN="CENTER"
VALIGN="TOP"
><IMG
SRC="./stylesheet-images/tip.gif"
HSPACE="5"
ALT="Tip"></TD
><TH
ALIGN="LEFT"
VALIGN="CENTER"
><B
>Copying texture settings</B
></TH
></TR
><TR
><TD
>&nbsp;</TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
><P
>&#13;	By adding an existing texture you link that texture, but all the Material 
mapping
	parameters remains as they are. To copy all texture settings, inclusive
	of mappings, you must copy a given texture channel and paste it into 
another
	by using the two arrow buttons in <A
HREF="x4167.html#BSG.TEX.F.S68.111"
>Figure 26</A
>.
	</P
></TD
></TR
></TABLE
></DIV
><P
>&#13;	<A
HREF="x4167.html#BSG.TEX.F.S68.112"
>Figure 27</A
>, <A
HREF="x4167.html#BSG.TEX.F.S68.113"
>Figure 28</A
>
and
	<A
HREF="x4167.html#BSG.TEX.F.S68.114"
>Figure 29</A
> show the three individual textures
which, when combined
	in a single material and mapped to various material parameters,
	create a nice wood texture (<A
HREF="x4167.html#BSG.TEX.F.S68.115"
>Figure 30</A
>).
</P
><DIV
CLASS="figure"
><A
NAME="BSG.TEX.F.S68.112"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartM/materials/gfx/TextureWood1.png"></P
></DIV
><P
><B
>Figure 27. First Wood ring texture</B
></P
></DIV
><DIV
CLASS="figure"
><A
NAME="BSG.TEX.F.S68.113"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartM/materials/gfx/TextureWood2.png"></P
></DIV
><P
><B
>Figure 28. Second Wood ring texture</B
></P
></DIV
><DIV
CLASS="figure"
><A
NAME="BSG.TEX.F.S68.114"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartM/materials/gfx/TextureWood3.png"></P
></DIV
><P
><B
>Figure 29. Clouds texture</B
></P
></DIV
><DIV
CLASS="figure"
><A
NAME="BSG.TEX.F.S68.115"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartM/materials/gfx/TextureWood.png"></P
></DIV
><P
><B
>Figure 30. Final result</B
></P
></DIV
></DIV
><DIV
CLASS="section"
><H2
CLASS="section"
><A
NAME="AEN4391"
></A
>ImageTexture</H2
><P
>&#13;	The Image texture is the only true 2D texture, and is the most frequently
	used and most advanced of Blender's textures. The standard, built-in
	bump mapping and perspective-corrected mip-mapping, filtering, and
	anti-aliasing guarantee outstanding images (set DisplayButtons
      <TT
CLASS="literal"
>OSA</TT
> to
	ON for this). Because pictures are two-dimensional, the way in which
	the 3D texture coordinate is translated to 2D must be specified in the
	<I
CLASS="emphasis"
>mapping</I
> buttons (<A
HREF="x4167.html#BSG.TEX.F.S68.103"
>Figure 18 in the Section called <I
>Textures from the Material Point of View</I
></A
>).
</P
><P
>&#13;	The four standard mappings are: <TT
CLASS="literal"
>Flat</TT
>, 
	<TT
CLASS="literal"
>Cube</TT
>, 
	<TT
CLASS="literal"
>Tube</TT
> and <TT
CLASS="literal"
>Sphere</TT
>. Depending on the 
	overall 
	shape of the object, one of these types is more useful.
</P
><DIV
CLASS="figure"
><A
NAME="BSG.TEX.F.S68.116"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartM/materials/gfx/FlatMap.png"></P
></DIV
><P
><B
>Figure 31. Flat Mapping. </B
></P
></DIV
><P
>&#13;	The Flat mapping (<A
HREF="x4167.html#BSG.TEX.F.S68.116"
>Figure 31</A
>) gives the best 
	results on single planar faces. It does produce interesting effects on the 
	sphere, but compared to a
	sphere-mapped sphere the result looks flat. On faces not in the mapping 
	plane
	the last pixel of the texture is repeated, which produces stripes on
	the cube and cylinder.
</P
><DIV
CLASS="figure"
><A
NAME="BSG.TEX.F.S68.117"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartM/materials/gfx/CubeMap.png"></P
></DIV
><P
><B
>Figure 32. Cube Mapping. </B
></P
></DIV
><P
>&#13;	The cube-mapping (<A
HREF="x4167.html#BSG.TEX.F.S68.117"
>Figure 32</A
>) often gives the 
	most useful 
	results when the objects
	are not too curvy and organic (notice the seams on the sphere).
</P
><DIV
CLASS="figure"
><A
NAME="BSG.TEX.F.S68.118"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartM/materials/gfx/TubeMap.png"></P
></DIV
><P
><B
>Figure 33. Tube Mapping. </B
></P
></DIV
><P
> 
	The tube-mapping (<A
HREF="x4167.html#BSG.TEX.F.S68.118"
>Figure 33</A
>) maps the texture 
	around an object like a label on a
	bottle. The texture is therefore more stretched on the cylinder. This
	mapping is of course very good for making the label on a bottle or
	assigning stickers to rounded objects. However, this is not a cylindrical
	mapping so the ends of the cylinder are undefined.
</P
><DIV
CLASS="figure"
><A
NAME="BSG.TEX.F.S68.119"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartM/materials/gfx/SphereMap.png"></P
></DIV
><P
><B
>Figure 34. Sphere Mapping. </B
></P
></DIV
><P
>&#13;	The sphere-mapping (<A
HREF="x4167.html#BSG.TEX.F.S68.119"
>Figure 34</A
>) is the best type 
	for mapping a
	sphere, and it is perfect for making a planet and similar stuff. It
	is often very useful for creating organic objects. It too produces
	interesting effects on a cylinder.
</P
><DIV
CLASS="tip"
><P
></P
><TABLE
CLASS="tip"
WIDTH="100%"
BORDER="0"
><TR
><TD
WIDTH="25"
ALIGN="CENTER"
VALIGN="TOP"
><IMG
SRC="./stylesheet-images/tip.gif"
HSPACE="5"
ALT="Tip"></TD
><TH
ALIGN="LEFT"
VALIGN="CENTER"
><B
>Moving a texture</B
></TH
></TR
><TR
><TD
>&nbsp;</TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
><P
>&#13;	As described in the previous section you can manipulate the texture in
	the texture part of the MaterialButtons. There is one more important
	feature to manipulate the textures.
</P
><P
>&#13;	When you select an object and press <B
CLASS="keycap"
>TKEY</B
>, you get the 
	option to
	visually scale and move the texture space, but not to rotate the
	texture. The <TT
CLASS="literal"
>Object</TT
> coordinate mapping is anyway  much 
	more flexible.
	</P
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