Texture: Difference between revisions

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[[Category:Glossary]][[Category:Material System]]
{{lang|Texture}}[[Category:Glossary]][[Category:Material System]]
A '''texture''' is an image used to comprise a [[:Category:Material System|material]] in the [[Source Engine]]. Textures are generally created as [[TGA]] files, and then converted to [[VTF]] format for reference by the game and [[VMF]].
{{distinguish|Material|desc1=The actual files the game reads}}
A '''texture''' is a two-dimensional [[Wikipedia:Raster graphics|raster]] image in the context of a game engine. Textures in Source are stored in the [[Valve Texture Format]], and with a very few exceptions are only accessed through an intermediate [[material]].


[[Shader_Types_and_Parameters|Shaders]] can be applied to the [[texture]] using [[:Category:Material System|material]]s.
While the most common type of texture is the [[albedo]], there are many different uses for raster images in modern game engines. For instance [[bump map]]s, which encode three-dimensional height and facing in the color value of each pixel, or [[$envmapmask|specular mask]]s, which determine the intensity of a [[$envmap|specular]] reflection.
{| style="text-align:center;"
! Valid Dimension
|-
! (Pixels)
|-
| 16
|-
| 32
|-
| 64
|-
| 128
|-
| 256
|-
| 512
|-
| 1024
|-
| 2048
|}


==Utilities==
Textures differ from materials; textures are the actual images that the game renders and adjusts lighting with. The Material is what the game can actually read and tells the game what to draw.
* [http://www.spiralgraphics.biz/gen2tour/index.htm Genetica]— Professional-level seamless texture editor.  Creates tiling textures of all material types.
 
* [http://nemesis.thewavelength.net/index.php?c=154#p154 VTFPhotoshop Plugin]— Great tool for photoshop users.
== Tutorials ==
* [http://nemesis.thewavelength.net/index.php?c=149#p149 VTFEdit, VTFLib]—Common source tool.
* [[Adapting PBR Textures to Source]]
* [[VTFTool]]—This tool is used for easy conversion of TGA to VTF or VTF to TGA.
* [[Creating a Material]] (including texture creation)
* [[Creating PBR materials]] (select third-party engine support)
* [[Applying Textures]] (in [[Hammer]])
* [[UV mapping]]
 
== See also ==
* [[Material]]
* [[Valve Texture Format]]
* [[VTFEdit]], [[VTF Shell Extensions]] and [[no_vtf]]
* [[Material Download Sites]]

Latest revision as of 13:15, 18 May 2024

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Not to be confused with Material (The actual files the game reads).

A texture is a two-dimensional raster image in the context of a game engine. Textures in Source are stored in the Valve Texture Format, and with a very few exceptions are only accessed through an intermediate material.

While the most common type of texture is the albedo, there are many different uses for raster images in modern game engines. For instance bump maps, which encode three-dimensional height and facing in the color value of each pixel, or specular masks, which determine the intensity of a specular reflection.

Textures differ from materials; textures are the actual images that the game renders and adjusts lighting with. The Material is what the game can actually read and tells the game what to draw.

Tutorials

See also