Texture: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
No edit summary
 
(29 intermediate revisions by 13 users not shown)
Line 1: Line 1:
{{mergeto|VTF}}
{{lang|Texture}}[[Category:Glossary]][[Category:Material System]]
In Source a '''[http://en.wikipedia.org/wiki/Texture_%28computer_graphics%29 Texture]''' is a part of a [[Material]] that is [[UV map|mapped]] onto the surface of a 2D or 3D Mesh to give it color or additional visual detail. <!--Textures applied to 3D models are frequently called ''skins'' -- in Source : a Skin is definitely a VMT.--> Whilst textures are typically thought of in terms of their application to 3D geometry or models, Source [[HUD]] graphics also make use of the [[Valve Texture Format]].
{{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 used in the [[Source]] games, see [[Material System]].
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.
<!-- Sorry to be brutal, but this Wiki is about the Source System. If you want to comment on general uses of "Texture" in computer graphics, you should post to the Wikipedia article instead. I've given that link top billing for you ;-) bwx -->


== Tools and Plugins ==
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] - A commercial seamless texture editor. Creates tiling textures of all material types.
 
* See also [[Valve Texture Format#Utilities| VTF 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]]


== See also ==
== See also ==
* [[Applying Textures|Applying Textures to Brushes in Hammer]]
* [[Material]]
* diffuse map or color map ([[$basetexture]])
* [[Valve Texture Format]]
* [[Normal Maps|normal map]] ([[$bumpmap]])
* [[VTFEdit]], [[VTF Shell Extensions]] and [[no_vtf]]
* specular map ([[$envmapmask]])
* [[Material Download Sites]]
* luminosity map ([[$selfillum]])
* opacity map ([[$translucent]])
* [[parallax mapping]]
* [[cubemap]]
* [[mipmap]]
 
 
[[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