Open topic with navigation
The image adjustment commands are located in the menu bar under the Texture > Image Processing menu. If the commands are inactive, this indicates that no image is currently selected. Use the Shader Tree or Images viewport tab (or Clip List) to select an image and enable the commands for use.
This command inverts the RGB color values of the currently selected image map producing a negative of the original.
This option deletes all the pixels in a given image making it effectively blank, while retaining the image size, resolution and filename.
This command analyzes the currently selected image map and the UV map to which it is associated and expands the pixels outward beyond the UV map boundary. This can be very useful for repairing texture boundaries when aggressive texture antialiasing or displacements can cause seams to become visible. The amount of expansion is based on the Bake UV Border Size preference setting. A recent render with a corresponding Alpha channel is required for Modo to know which edge seams to expand.
This command converts a grayscale height-based displacement map into a vector displacement image. This is useful when importing sculpt data from other applications, as they are only capable of generating grayscale height-fields. To take advantage of Modo's vector displacement capability, either sculpt on a separate vector displacement image layer or convert the height-field to vector displacement using this command.
This command changes the currently selected image to a custom resolution. This is very useful if you are working on a texture or sculpt and decide you need more detail, as you can increase the image resolution with this command. The command is based on power of 2 images (64, 128, 256, 512, 1024, 2048, 4096) as most OpenGL hardware is optimized for square aspect image maps.
This command works on a group of selected image texture layers in the Shader Tree. All images in use must be of the same type and resolution. The command flattens the layers into a single image texture layer using a single image map that is the composite of the original images selected. Before running the command, select the layers to flatten by holding Ctrl and left-clicking each layer in the Shader Tree you wish to combine.