Texture: Difference between revisions

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{{mergeto|VTF}}
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. <!--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]].
* 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]]).


For more information about how textures are used in the [[Source]] games, see [[Material System]].
== Texture types ==
<!-- 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 -->
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]])


== Tools and Plugins ==
== Tutorials ==
* [http://www.spiralgraphics.biz/gen2tour/index.htm Genetica] - A commercial seamless texture editor. Creates tiling textures of all material types.
* For applying textures to geometry see [[UV mapping]]
* See also [[Valve Texture Format#Utilities| VTF Utilities]]
* 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.
== See also ==
<!--
* [[Applying Textures|Applying Textures to Brushes in Hammer]]
* [[Applying Textures|Applying Textures to Brushes in Hammer]]
* diffuse map or color map ([[$basetexture]])
* [[Normal Maps|normal map]] ([[$bumpmap]])
* specular map ([[$envmapmask]])
* luminosity map ([[$selfillum]])
* opacity map ([[$translucent]])
* [[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:

Tutorials