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Overlay

The overlay texture will be applied to the border of the mesh.

Mode

Two modes are available for how the texture and the UVs will be interpreted.

Texture

In this mode, the texture is applied as-is to the UV map of the border.

Gradient

In this mode, the texture is treated as gradient on its side, from the left to the right of the texture.

The gradient is then projected onto the border using the V coordinate from the UV map of the border.

Texture

The texture that will be applied around the border of the mesh using the previously discussed mode.

The RGB channel is interpreted as the color. The A channel is interpreted as the alpha mask. The texture RGB is then multiplied with this alpha channel.

By default this is a white texture.

Tint

The tint color. The texture RGBA channels will be multiplied by this tint value.

Don't Repeat X/Y

When enabled, this prevents the texture from repeating on the X or Y axis of the border.

Flip when on the back

If this is turned off, when viewing the backside of the border, the texture might appear to be mirrored. So if you turn this on, the texture on the backside will appear properly.

Texture Options

More information about texture options can be found here.

AL Scroll

AL Scroll is a AudioLink Chronotensity feature that lets AudioLink scroll the overlay texture over time along the border or up/down.

Show Mode

Determines which sides the spectrum will be shown on. More information about show mode can be found here.