Texture: Difference between revisions

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A '''texture''' is an image used to comprise a [[material]] in the [[Source]] engine. Textures are generally created as [[TGA]] files, and then converted to [[VTF]] format for reference by the game.
{{lang|Texture}}[[Category:Glossary]][[Category:Material System]]
{{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]]s can be applied to the texture using materials.
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;"
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.
! Valid Dimension
|-
! (Pixels)
|-
| 16
|-
| 32
|-
| 64
|-
| 128
|-
| 256
|-
| 512
|-
| 1024
|-
| 2048
|}


==Utilities==
== Tutorials ==
* [[Adapting PBR Textures to Source]]
* [[Creating a Material]] (including texture creation)
* [[Creating PBR materials]] (select third-party engine support)
* [[Applying Textures]] (in [[Hammer]])
* [[UV mapping]]


* [http://www.spiralgraphics.biz/gen2tour/index.htm Genetica] — Professional-level seamless texture editor. Creates tiling textures of all material types.
== See also ==
* [http://nemesis.thewavelength.net/index.php?c=154#p154 VTFPhotoshop Plugin] — VTF Photoshop Plug-in
* [[Material]]
* [http://nemesis.thewavelength.net/index.php?c=149#p149 VTFEdit, VTFLib] — Common source tool.
* [[Valve Texture Format]]
* [[VTFEdit]] — Used for easy conversion of TGA to VTF or VTF to TGA.
* [[VTFEdit]], [[VTF Shell Extensions]] and [[no_vtf]]
 
* [[Material Download Sites]]
[[Category:Glossary]]
[[Category:Material System]]

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