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]]:
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 in all but a very small minority of cases are only ever accessed through an intermediate [[material]].
* 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 ==
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 information in the color value of each pixel, or [[specular mask]]s, which determine the intensity of a [[specular]] reflection.
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 ==
== Tutorials ==
* For a quick start to using Textures in [[Hammer]] see [[Applying Textures]] and [[Tool textures]].
* For a more comprehensive guide to applying textures to geometry in Source see [[UV mapping]].
* 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)}}.
* For Tools and Plugins see [[Valve Texture Format#Utilities| VTF Utilities]] and [[image editor]]s.
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* [[cubemap]]
* [[mipmap]]
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== Useful References ==
*[[Applying Textures]] (in [[Hammer]])
* [http://en.wikipedia.org/wiki/Texture_filtering Texture Filtering (wikipedia)]
*[[UV mapping]]
 
== See also ==
 
*[[Material]]
*[[Valve Texture Format]]
*[[VTFEdit]]
*[[VTF Shell Extensions]]


[[Category:Glossary]]
[[Category:Glossary]]
[[Category:Material System]]
[[Category:Material System]]

Revision as of 12:18, 12 July 2008

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 in all but a very small minority of cases are only ever 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 information in the color value of each pixel, or specular masks, which determine the intensity of a specular reflection.

Tutorials

See also