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This function
translates the texture to polar coordinates, so it can be mapped
distortion-free on a Sphere.
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Use the Bias value to
define the translation pivot (0=bottom, 100=top). |
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You can multiply the texture
before the translation takes place by increasing the Tiling
values. |
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If you have set a Source
Texture, it will be used as source for the translation.
Otherwise the texture itself is employed. Polar maps look best at
an aspect ratio of 2:1. |
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