Prior to this there was a reliance on manipulating shaders of the model which did not necessarily translate well between render engines.īelow are the maps I am going to focus on. Over the past few years texture maps have grown in popularity particularly due to the Physically Based Rendering (PBR) pipeline which standardizes ways of texturing. ![]() Texture maps are applied to a 2d representation of a 3d model also known as a UV. This can include its color, fine detail, how shiny or metallic it looks, whether its transparent or if it glows. What is A Texture Mapīefore we begin it is best to have some understanding of what a texture map is.Ī texture map is a way of applying properties to a 3d model so as to alter its appearance using 2d images. I for one am still unfamiliar some of them so I have done some research and collated all the most popular maps and their usage. UV Placement Source – External UV placement source to be used for the texture placement.When you first start creating 3d models it can very quickly get overwhelming keeping track of the purpose of each texture map. Can be used to control the scale of the projection.Ģd Transformation – see 2D (UV channel) parameters. Position X/Y/Z – Offsets the ground projection along the X/Y/Z axis. Ground – Enables ground projection of the texture. This option is active only in Spherical Mapping. Rotate V – Rotates the environment sphere vertically.įlip V – Flips the environment sphere vertically. Rotate H – Rotates the environment sphere horizontally.įlip H – Flips the environment sphere horizontally. Mapping – Specifies the type and shape of the texture.Īngular Cubic Spherical Mirror Ball Screen This can be used to avoid seams in-between non-tileable repeated textures. The option cuts the texture in the half flipping one side vertically or horizontally. Mirror U/V – Mirrors the texture in the U and V direction separately. Default color is found in Parameters > Color Manipulation. If the option is disabled, the Default texture color is used outside the 0 to 1 UV square. Tile U/V – Tiles the texture in the U and V direction. Rotate – Rotates the texture (in degrees). Offset U/V – Controls the texture offset in the U and V direction. Repeat U/V – Determines how many times the texture is repeated in the 0 to 1 UV square. A value of 1 takes the first available channel. UV Channel/Set– Specifies the index of the mapping channel data to use. Mapping Source – The texture uses an external UV placement source. Environment – This mode is applicable if the map is connected to an Environment slot or a Dome light. Type – Controls how the texture is positioned on the geometry.ĢD (UV Channel) – The texture uses the object UV coordinates. Gamma – Specifies the gamma curve correction applied when the Transfer Function is set to Custom Gamma Curve. It is recommended to use this option when the texture is saved in ACEScg color space. SRGB primaries – The loaded image is considered in sRGB color space.ĪCEScg primaries – The loaded image is considered in ACEScg color space. ![]() This option is suitable for normal maps, linear textures and textures controlling float value parameters. Raw – No transformation is applied to R|G|B colors. RGB Primaries – Allows you to manually override the RGB primaries of the Bitmap. In all other cases, no correction is applied. For bitmap files with 8 bits per color component and 3 or 4 color components (like png, jpg and other), the transfer function is sRGB. If a bitmap file name contains the strings "_lin_srgb" or "raw", no correction is applied. If a bitmap file name contains the string "_srgb" the transfer function is sRGB. ![]() SRGB – The loaded image is considered in sRGB transfer function.Ĭustom Gamma Curve – The transfer function is controlled through the Gamma parameter.Īuto – Automatically determines the color transfer function. ![]() Transfer Function 2 – Specifies the transfer function for the loaded image file. It is not recommended to use this filter.įilter Blur – Specifies the strength of the blur filter applied to the bitmap. Summed-area – Applies a summed-area filter. Mip-map – Depending on the distance from the camera, the texture is rendered in full detail (when closer to the camera) or blurred, if it is far away. Produces results that are close to the results with disabled filtering with less AA samples required. Sharp Isotropic - Sharp and accurate isotropic filter. Some options are available only in Advanced mode.įile – Specifies the file from which the bitmap is loaded.įilter Type – Specifies a type of filter to be applied to the bitmap.
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