Image
Overview

The texture sampler allows you to sample a 2D texture (luminance or RGBA), it is useful to encode particle properties (for example, for particles spawned on a mesh shape).
The sampler is stable/consistent, meaning that if you author a texture with some channels at full intensity or at full zero, even if the texture is in a compressed format, you’ll get exactly 1.0 or 0.0 when sampling them back, and not unprecise values like 1.0001, or 0.0001.
It can be used either through the image sampler script functions, or using the template core-library nodes, such as texture.sample.
Property |
Type |
Description |
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Path of the texture to be used, relative to the root of the project. |
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Specifies where the sampler fetches the atlas/sub-UV data
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Number of sub-rectangles in the atlas, along each UV dimension. |
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Optional path to a texture atlas file (see how to create atlas files), relative to the root of the project. |
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Determines if the sampler will sample the texture as an rgba or grayscale texture.
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If enabled, tells the image sampler to not perform any runtime conversions and to sample the raw texel data from the source texture. |
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Gamma-space of the source texture.
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Gamma-space you want the sampled values to be in.
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Densities will be exponentiated with this value. It allows to quickly change the perceived "contrast" of the density map. |
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The density map will be built from the selected channel.
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if |
Output pins |
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Image resource |
+ all sampler properties |
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