Texture: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
m (spacing)
 
(30 intermediate revisions by 13 users not shown)
Line 1: Line 1:
{{mergeto|VTF}}
{{lang|Texture}}[[Category:Glossary]][[Category:Material System]]
A '''texture''' is an image applied to a 2D or 3D surface to give it color or additional visual detail. Textures applied to 3D models are frequently called ''skins''. While textures are typically thought of in terms of their application to 3D geometry or models, the images used to create buttons, icons, and other surfaces for a [[GUI]] are also often referred to as textures.
{{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]].


For more information about how textures are implemented in the [[Source]] engine, see [[material]]. For information about Valve's proprietary texture format, see [[VTF]]. See [[shader]] for information about applying shaders to textures 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.


A good source of additional information about textures can be found in the [http://en.wikipedia.org/wiki/Texture_%28computer_graphics%29 Texture mapping] article at the Wikipedia.
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.


== Tools and Plugins ==
== Tutorials ==
* [http://www.spiralgraphics.biz/gen2tour/index.htm Genetica] - A commercial seamless texture editor. Creates tiling textures of all material types.
* [[Adapting PBR Textures to Source]]
* [http://nemesis.thewavelength.net/index.php?c=154#p154 VTF Plug-in for Photoshop] - adds VTF format support to Photoshop (6.0+).
* [[Creating a Material]] (including texture creation)
* [[Creating PBR materials]] (select third-party engine support)
* [[Applying Textures]] (in [[Hammer]])
* [[UV mapping]]


== See also ==
== See also ==
* [[Applying Textures]]
* [[Material]]
* [[VTF|diffuse map]] or color map
* [[Valve Texture Format]]
* [[Normal Maps|normal map]] (bump)
* [[VTFEdit]], [[VTF Shell Extensions]] and [[no_vtf]]
* [[Parallax mapping|parallax mapping]]
* [[Material Download Sites]]
* [[%24envmapmask|specular map]]
* [[Cubemap|cubemap]]
* [[Mipmap|mipmap]]
 
== External links ==
* [http://en.wikipedia.org/wiki/Texture_%28computer_graphics%29 Texture mapping] article at Wikipedia.
 
[[Category:Glossary]]
[[Category:Material System]]

Latest revision as of 13:15, 18 May 2024

English (en)Deutsch (de)Español (es)한국어 (ko)Português do Brasil (pt-br)Русский (ru)中文 (zh)Translate (Translate)
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