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Component Output
The main purpose of creating a component is to use it as part of a material which will then be applied to an object. How and what a texture contributes to a material is determined by the type of output it produces.
A texture can produce three different types of output: Color, Alpha and Bump.
When you apply a texture to a material, you can see the output types in the Texture Component Window in the Materials Lab.
The three boxes in the Texture Component Window in the Materials Lab represent the three output types available for a texture.
If a texture does not produce a particular output the box appears gray.
Refer to "Texture Components" for more on using textures in materials.
In the Deep Texture Editor, the output type for a component is indicated by the three output buttons along the right side of the Component Window.
Assigning Output Types
A texture can produce all three output types or only one. The number of output types for the final texture depends on the output you assign to the components. A component can produce one or all three types of outputs.
You can assign more than one component to the same output type. If you do have more than one component with the same output type, the output information will be blended to produce a final output.
For example, if you have two components that produce Color output, when you combine them the colors from both components are blended together and the result is applied to the final texture.
In order to produce an output type, a final texture must contain at least one component that produces the type of output you want. For example, if you want your final texture to contain color output, at least one of its components must produce color output.
Each output type contributes something different to the final material.
Color Output
Color output is used by the color channels of a material. The color values you assign to a texture's components are combined to form a final texture. The combined values are then used to drive the Diffuse, Ambient, Specularity, Specular Halo, or Transparency color channels. Refer to "Understanding Surface Material Channels" for more on these channels.
The colors in a texture usually appear in the form of a pattern or grain. When you assign the texture to a material, this pattern appears in the final material.
To assign Color output to a texture:
1 Display the Deep Texture Editor.
2 In the desired component window, click the C button on the right side of the component window.
Alpha Output
Alpha output is used by the various Intensity and Optic channels of the material. When a texture's Alpha output is assigned to a material, it's used either to determine an effect's intensity or as a guide map for combining multiple textures.
When there is only one texture component in a material channel, the texture's Alpha output is usually used to determine the intensity of a channel effect. For example, if you assign a texture to the Diffuse channel, the texture's Alpha output is used to determine which areas are the most diffuse and which are the least diffuse.
To assign Alpha output to a texture:
1 Display the Deep Texture Editor.
2 In the desired component window, click the A button on the right side of the component window.
Bump Output
The Bump output is used only by the Bump Height material channel to determine the pattern and height of the bumps in a material.
To assign Bump output to a texture:
1 Display the Deep Texture Editor.
2 In the desired component window, click the B button on the right side of the component window.
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