The tyVector texmap converts UVW values of sampled geometry into RGBA values whose components are the normalized lengths of individual vector axes or the vector length itself.
Example usage: if particles have their velocity assigned to a mapping channel, you can convert that velocity into a value between black and white using the tyVector texmap, depending on the length of the velocity vector for any given particle. The tyVector texmap can then be used as a mask for any other mixable texmap in 3ds Max, allowing you to transform particle velocities into blended color ranges…where the faster a particle travels, the more its color will change.
- X/Y/Z/Length: the source of the individual float value derived from the sampled UVW value. Either the absolute value of a particular axis, or the length of the UVW vector itself.
- Min/Max: the source float value will be normalized within this range, so that any value between these two values will be converted into a value between 0 and 1.
If the max value is greater than the min value, the interpolation will be inverted.
- Clamp: if enabled, normalized source values will not be clamped to 0 and 1, thus returned values may be outside of that range.
- R/G/B/A: controls which components of the resulting RGBA value (the output of the texmap) will be set to the normalized source value. Unselected R/G/B components will be given a default value of 0. An unselected Alpha component will be given a default value of 1.