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. |
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All Boost the red, green and blue channel. |
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Red Boosts the red color channel. |
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Green Boosts the green color channel. |
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Blue Boosts the blue color channel. |
\Brightness This functions can be used to adjust the texture's brightness. You have the following possibilities: |
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Increase The textures brightness will be increased. |
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Decrease The texture will get darker. |
\Change With these functions you can change the texture's color. |
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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). |
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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. |
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More Boosts the texture's contrast. |
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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. |
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All Inverts the red, green and blue color channel. |
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Red Inverts the red color channel. |
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Green Inverts the green color channel. |
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Blue Inverts the blue color channel. |
\Special Here you get special color operations. |
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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. |
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Pale This function removes the texture's color, which will change into gray. Recommended on glaring textures. |
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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. |
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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. |
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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. |
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Shift You can shift the texture with this function to the wanted direction and with the distance which is proportional to the configured radius. |
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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. |
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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. |
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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. |
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Split Here the columns (horizontal) or lines (vertical) of the texture are shifted. Adjust the function with the resolution divisor parameter. |
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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. |
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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. |
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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. |
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Shift and Blend Here the texture is shifted by the half of its size and blended with a lower valence at its borders. |
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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. |
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Reflective Edge The texture's right and bottom edges are reflected and then mixed with the texture. |
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Blending Mirror This function reflects the texture at its center and blends the reflected copy with itself, producing symmetric results. |
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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. |
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Successive This function will make the source texture proceed on the target texture. |
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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. |
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Add Texture and Source will be added. Formula : (C1+C2) |
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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. |
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Compare \ Darkest The resulting texture is the darker pixel out of the comparison of texture and source. |
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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. |
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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) |
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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 |
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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. |
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Opaque \ Quad The texture and the source are mixed with the valence of the source's square of brightness. |
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Opaque \ Contrast The texture and the source are mixed with the valence of the source's inner contrast. |
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Opaque \ Top The source is put on top of the texture with a solidity of the source's brightness. |