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.
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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.
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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:
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Gain Pivot | Changes starting value of Gain attribute.
Numeric Range:
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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:
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V Offset | Control from where texture is placed in V direction or vertically.
Numeric Range:
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U Wrap Style |
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V Wrap Style |
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Scale Mode |
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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 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. |