Texture Properties

Image

The Image Section is used to control formats, compression and HDR encoding methods.

WebGL Image Choses which version of the image is used for rendering on the web.
Original The actual image that was uploaded by the user.
WebGL An optimized (downsized, reformatted) version specifically for the web.
Renderer Usually not used, an optimized version of the environment map for renderers.
Default Leaves the texture asset as uploaded format
PNG Converts format to PNG
JPG Converts format to JPG
HDR Encoding The encoding used by the Environment map file. The platform will optimize upon import, thus, it should be left to RGBM 16 Encoding. The only potential exception would be if a .png envmap was uploaded which was optimized to another of the formats listed.

When an image asset is uploaded, the original version of that image is stored, and if it's too big or in a non-consumable format, a smaller, reformatted image is automatically created. That is when "original" vs "webgl" must be considered. This has no effect on renders as the original will always be used.

Linear Gamma value of 1. Majority of values would be perceptually close to white
sRBG Stores color in RGB with gamma 2.2
RGBE/Radiance Stores color in Radiance RGB
Log LUV Stores color in luminance and chromaticity (HS)
RGBM 7  
RGBM 16 Stores color in RGB and a multiplier(M) in the alpha channel.

Color Transform

The Color Transform section adjusts texture lightness and darkness values and allows for inverting texture assets.

Invert Inverts colors of texture asset, producing a negative.
Brightness An additive factor that increases overall brightness of the image. Use a negative number to darken the texture asset.
Gain Multiplicative effect that adjusts values of texture asset.

Numeric Range:

  • = 1 = No effect. Defaulted value
  • < 1 = Multiplying lightening effect
  • > 1 = Multiplying darkening effect
Gain Pivot Changes starting value of Gain attribute.

Numeric Range:

  • = 0 = Defaulted value. Targets highlights.
  • < 1 = The further from 0, the more it clips values, making the value range smaller and more contrasted.
  • > 1 = The further from 0, the more it expands making the value range and makes the image more washed out.

UV Transform

The UV Transform section adjusts placement within the Texture Asset space.
Texture assets have their own texture coordinates, U and V. These are used to describe width and height of texture assets. Texture coordinates are measured in scale of 0 to 1, with 0 and 1 at opposite sides of the texture.

U Offset Control from where texture is placed in U direction or horizontally.

Numeric Range:

  • = 0 = Defaulted value.
  • < 0 = Moves texture asset right.
  • > 0 = Moves texture asset left.
V Offset Control from where texture is placed in V direction or vertically.

Numeric Range:

  • = 0 = Defaulted value.
  • < 0 = Moves texture asset right.
  • > 0 = Moves texture asset left.
U Wrap Style
None There is no repeat on the texture.
Wrap The texture asset repeats.
Mirror The texture asset repeats, but every repeat is flipped horizontally from the last.
V Wrap Style
None There is no repeat on the texture.
Wrap The texture asset repeats.
Mirror The texture asset repeats, but every repeat is flipped vertically from the last.
Scale Mode
Tiling The UV Tiling values determine amount of texture repeat in 0 to 1 space
Scale The UV Tiling values multiples texture asset starting from bottom left corner
U Tile Value input for Scale Mode that determines Left/Right or Horizontal Tiling
V Tile Value input for Scale Mode that determines Top/Bottom or Vertical Tiling

Channels

The channel options lets a user flip Red and Green channels. This can be used most commonly to correct normal maps with a different Y direction. We want normal maps saved for OpenGL(Y+).

Red/Green

Red/Green controls are for anisotropy and normal maps only.

Red Channel Flip Invert Red Channel on texture asset.
Green Channel Flip Invert Green Channel on texture asset.
Swap Red/Green Channel Swap Red/Green Channel on texture asset.
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