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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]]: | |||
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 Source '''Texture''' is a raster image file which defines the pixels of a colormap, bumpmap, specularmap, opacitymap, and/or luminositymap (see [[Valve Texture Format]]). | ||
* 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 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 == | |||
The Material System uses texture VTFs for: | |||
* color maps ([[$basetexture]]) | |||
* diffuse maps ([[$basetexture]]) | |||
* [[Normal Maps|normal maps]] ([[$bumpmap]]) | |||
* specular maps ([[$envmapmask]]) | |||
* luminosity maps ([[$selfillum]]) | |||
* opacity maps ([[$translucent]]) | |||
== | == Tutorials == | ||
* [ | * For applying textures to geometry see [[UV mapping]] | ||
* | * For creating new textures see [[TGA]], [[VTF]], [[Vtex]] ({{todo|find/write a general guidelines doc on making good textures}}) | ||
* For Tools and Plugins see [[Valve Texture Format#Utilities| VTF Utilities]] and [[image editor]]s. | |||
<!-- | |||
* [[Applying Textures|Applying Textures to Brushes in Hammer]] | * [[Applying Textures|Applying Textures to Brushes in Hammer]] | ||
* [[parallax mapping]] | * [[parallax mapping]] | ||
* [[cubemap]] | * [[cubemap]] | ||
* [[mipmap]] | * [[mipmap]] | ||
--> | |||
[[Category:Glossary]] | [[Category:Glossary]] | ||
[[Category:Material System]] | [[Category:Material System]] |
Revision as of 08:14, 28 April 2008
In Source a Texture is a part of a Material that is 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:
- 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).
- 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 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
The Material System uses texture VTFs for:
- color maps ($basetexture)
- diffuse maps ($basetexture)
- normal maps ($bumpmap)
- specular maps ($envmapmask)
- luminosity maps ($selfillum)
- opacity maps ($translucent)
Tutorials
- For applying textures to geometry see UV mapping
- For creating new textures see TGA, VTF, Vtex (Todo: find/write a general guidelines doc on making good textures)
- For Tools and Plugins see VTF Utilities and image editors.