Utilities

 

\Color
Use the color functions to adjust the texture to your personal taste or prepare it for later operations.


\Boost
By using the boost function you can make dark textures brighter without loosing its contrast and power of light. You can adjust all color channels at the same time or each channel separately.

All
Boost the red, green and blue channel.

Red
Boosts the red color channel.

Green
Boosts the green color channel.

Blue
Boosts the blue color channel.


\Brightness
This functions can be used to adjust the texture's brightness. You have the following possibilities:

Increase
The textures brightness will be increased.

Decrease
The texture will get darker.


\Change
With these functions you can change the texture's color.

Convert
Here you can convert a texture in to a monochrome texture with a color hue of the primary color. You can choose between a color gradient from black to the primary color (normal) or from the primary color to white (bright).

Blend
This function is similar to convert, but here's only a quarter of the textures color changed.


\Contrast
If your texture is pale or glaring you can adjust its contrast using these functions.

More
Boosts the texture's contrast.

Less
Decreases the contrast of the texture.


\Invert
Using the invert function you can create a negative copy of the texture. You can adjust all color channels at the same time or each channel separately.

All
Inverts the red, green and blue color channel.

Red
Inverts the red color channel.

Green
Inverts the green color channel.

Blue
Inverts the blue color channel.


\Special
Here you get special color operations.

Swallow Dark
Swallow dark changes all dark pixels to black. This is useful, if you want to use the texture as source for sprite operations because black areas are seen as transparent.

Pale
This function removes the texture's color, which will change into gray. Recommended on glaring textures.

Quantize
Quantize reduces the texture's colors by approaching them to values which can be divided by the resolution divisor parameter. This can produce great textures for the Edge Trace functions.


\Distortion
The distortion functions shift all pixels of a texture according to special algorithms. By using them you can create interesting patterns.

Wave
The wave function distorts a texture using a sine wave and offers you a lot of possibilities. Use the wave frequency and wave amplitude parameters to create great effects by using the function several times with different parameters. Set the wave amplitude to a negative value to reverse the function.

Rotate
This function rotates the texture 45░ counter-clickwise. A new, rotated copy cannot be displayed loss less so the texture is scaled down by factor (the square root of 2). If works only good on square textures.

Shift
You can shift the texture with this function to the wanted direction and with the distance which is proportional to the configured radius.

Twist
Here the texture is rotated with distortion. The angle between original pixel and rotated pixel is proportional to the pixel's distance to the center. Unfortunately the textures loses its seamless features and you have to use the make seamless functions to correct this.

Tilt
The tilt function distorts a texture similar to the wave functions, but uses a linear gradient instead of a sine wave. Use the wave frequency and wave amplitude parameters to create great effects by using the function several times with different parameters. Set the wave amplitude to a negative value to reverse the function.

Mirror
By using this function you can reflect the texture on its center. You can adjust the direction of the reflection.


\Distraction
The distraction functions take out details of the texture or displace pixels according to certain algorithms to create special effects.

Split
Here the columns (horizontal) or lines (vertical) of the texture are shifted. Adjust the function with the resolution divisor parameter.

Mix Up
This function takes areas of the texture and places them random position. The resulting puzzle effect is helpful for creating complex structures like for example the hull of a spaceship or the highmap of a city.

Quads
Here the resolution of the texture is reduced and replaced by squares with a size you can adjust by using the resolution divisor parameter.

Scatter
The scatter function shifts every pixel both in vertical and in horizontal direction with a random value. This results in an unsorted effect which can be used for chaotic structures like dirt or grass seen from beyond.


\Make Seamless
These functions are used to remove a texture's hard edges so it can be tiled seamlessly.

Shift and Blend
Here the texture is shifted by the half of its size and blended with a lower valence at its borders.

Kaleidoscope to New
Use this function to create a seamless texture out of any other image. Just click anywhere on the image and a new (square) texture will come up with the size defined with the border size parameters. This texture will be symmetrical.

Reflective Edge
The texture's right and bottom edges are reflected and then mixed with the texture.

Blending Mirror
This function reflects the texture at its center and blends the reflected copy with itself, producing symmetric results.

Stretch Edge
The texture's right and bottom edges are stretched and blended with the left and the upper edges.


\Link with Source
These functions are used to make several textures fit to each other. Select a source texture and then define the side which should fit. Then click on the target texture. Make sure that the source texture's dimensions are a straight fraction of the target texture's dimensions to make the functions work best.
For example if you want to make the left side of the target texture fit to the right side of the source texture the height of the source texture should be 1/1, 1/2, 1/3 etc. of the target texture.

Successive
This function will make the source texture proceed on the target texture.

Join to New
This function connects the source texture and the target texture and copies them to a new texture.


\Mix with Source
One of the most important functions for creating complex textures is the ability to mix several textures. I-Tex offers you a great palette of possibilities. The texture will be mixed with the source.

Add
Texture and Source will be added.
Formula : (C1+C2)

Interpolate
Texture and source will be mixed (interpolated).
Formula : (C1+C2) / 2


Compare \ Lightest
The resulting texture is the brighter pixel out of the comparison of texture and source.

Compare \ Darkest
The resulting texture is the darker pixel out of the comparison of texture and source.

Compare \ Zero Layer
All black parts of the target texture will be replaced by the source texture.


Map \ Colormap
The source's colors will mapped on the texture's brightness.

Map \ Highmap
The source's brightness will be mapped on the texture's colors.


Subtract \ Normal
The source is subtracted from the texture.
Formula : (C1-C2)

Subtract \ Difference
The result texture is the difference between texture and source.
Formula : Abs(C1-C2)


Multiply \ Normal
The texture is multiplied with the source.
Formula : (C1*C2) / 256

Multiply \ Bright
The negative texture is multiplied with the negative source and the resulting texture will also be inverted to get a brighter result.
Formula : 255-( (255-C1) * (255-C2) ) / 256


Opaque \ Normal
The texture and the source are mixed with the valence of the source's brightness.
Opaque \ Normal
Die Textur und die Source werden mit der Gewichtigkeit der Helligkeit der Source gemischt.

Opaque \ Quad
The texture and the source are mixed with the valence of the source's square of brightness.

Opaque \ Contrast
The texture and the source are mixed with the valence of the source's inner contrast.

Opaque \ Top
The source is put on top of the texture with a solidity of the source's brightness.