Texture: Difference between revisions

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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. A [[Texture]] is only one layer in the [[Material System]]:
{{lang|Texture}}[[Category:Glossary]][[Category:Material System]]
* A Source '''Texture''' is a raster image file which defines the pixels of a colormap, bumpmap, specularmap, opacitymap, and/or luminositymap (see [[Valve Texture Format]]).
{{distinguish|Material|desc1=The actual files the game reads}}
* A Source '''Material''' specifies a stack of Textures and the Shader Parameters to use when rendering them. It also specifies which sounds and decal effects to use for collision events (see [[Valve Material Type]]).
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]].
* A Source '''Texture map''' specifies a ''Material'' and maps the pixels (from all of its texture layers) onto the surfaces of a particular object (see [[UV map]]).


== Texture types ==
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.
The Material System uses texture VTFs for:
 
* color maps ([[$basetexture]])
Textures differ from materials; textures are the actual images that the game renders and adjusts lighting with. The Material is what the game can actually read and tells the game what to draw.
* diffuse maps ([[$basetexture]])
* [[Normal Maps|normal maps]] ([[$bumpmap]])
* specular maps ([[$envmapmask]])
* luminosity maps ([[$selfillum]])
* opacity maps ([[$translucent]])


== Tutorials ==
== Tutorials ==
* For a quick start to using Textures in [[Hammer]] see [[Applying Textures]] and [[Tool textures]].
* [[Adapting PBR Textures to Source]]
* For a more comprehensive guide to applying textures to geometry in Source see [[UV mapping]].
* [[Creating a Material]] (including texture creation)
* For creating new textures see [[TGA]], [[VTF]], [[Vtex]], {{todo|(find/write a basic step-by-step tutorial and a general guidelines doc on making good textures)}}.
* [[Creating PBR materials]] (select third-party engine support)
* For Tools and Plugins see [[Valve Texture Format#Utilities| VTF Utilities]] and [[image editor]]s.
* [[Applying Textures]] (in [[Hammer]])
<!--
* [[UV mapping]]
* [[parallax mapping]]
* [[cubemap]]
* [[mipmap]]
-->
 
== Useful References ==
* [http://en.wikipedia.org/wiki/Texture_filtering Texture Filtering (wikipedia)]


[[Category:Glossary]]
== See also ==
[[Category:Material System]]
* [[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