# Textures

## 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.

<table><thead><tr><th width="161">Original</th><th>The actual image that was uploaded by the user.</th></tr></thead><tbody><tr><td>WebGL</td><td>An optimized (downsized, reformatted) version specifically for the web.</td></tr><tr><td>Renderer</td><td>Usually not used, an optimized version of the environment map for renderers.</td></tr></tbody></table>

<table><thead><tr><th width="160">Default</th><th>Leaves the texture asset as uploaded format</th></tr></thead><tbody><tr><td>PNG</td><td>Converts format to PNG</td></tr><tr><td>JPG</td><td>Converts format to JPG</td></tr></tbody></table>

### **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.

<table><thead><tr><th width="209">Linear</th><th>Gamma value of 1. Majority of values would be perceptually close to white</th></tr></thead><tbody><tr><td>sRBG</td><td>Stores color in RGB with gamma 2.2</td></tr><tr><td>RGBE/Radiance</td><td>Stores color in Radiance RGB</td></tr><tr><td>Log LUV</td><td>Stores color in luminance and chromaticity (HS)</td></tr><tr><td>RGBM 7</td><td> </td></tr><tr><td>RGBM 16</td><td>Stores color in RGB and a multiplier(M) in the alpha channel.</td></tr></tbody></table>

<table data-header-hidden><thead><tr><th width="195"></th><th></th></tr></thead><tbody><tr><td>Linear</td><td>Gamma value of 1. Majority of values would be perceptually close to white</td></tr><tr><td>sRBG</td><td>Stores color in RGB with gamma 2.2</td></tr><tr><td>RGBE/Radiance</td><td>Stores color in Radiance RGB</td></tr><tr><td>Log LUV</td><td>Stores color in luminance and chromaticity (HS)</td></tr><tr><td>RGBM 7</td><td> </td></tr><tr><td>RGBM 16</td><td>Stores color in RGB and a multiplier(M) in the alpha channel.</td></tr></tbody></table>

### Color Transform

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

<table data-header-hidden><thead><tr><th width="155"></th><th></th></tr></thead><tbody><tr><td><strong>Invert</strong></td><td>Inverts colors of texture asset, producing a negative.</td></tr><tr><td><strong>Brightness</strong></td><td>An additive factor that increases overall brightness of the image. Use a negative number to darken the texture asset.</td></tr><tr><td><strong>Gain</strong></td><td><p>Multiplicative effect that adjusts values of texture asset.</p><p>Numeric Range:</p><ul><li>= 1 = No effect. Defaulted value</li><li>&#x3C; 1 = Multiplying lightening effect</li><li>> 1 = Multiplying darkening effect</li></ul></td></tr><tr><td><strong>Gain Pivot</strong></td><td><p>Changes starting value of <strong>Gain</strong> attribute.</p><p>Numeric Range:</p><ul><li>= 0 = Defaulted value. Targets highlights.</li><li>&#x3C; 1 = The further from 0, the more it clips values, making the value range smaller and more contrasted.</li><li>> 1 = The further from 0, the more it expands making the value range and makes the image more washed out.</li></ul></td></tr></tbody></table>

## 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**

<table><thead><tr><th width="146">None</th><th>There is no repeat on the texture.</th></tr></thead><tbody><tr><td>Wrap</td><td>The texture asset repeats.</td></tr><tr><td>Mirror</td><td>The texture asset repeats, but every repeat is flipped horizontally from the last.</td></tr></tbody></table>

### **V Wrap Style**

<table><thead><tr><th width="146">None</th><th>There is no repeat on the texture.</th></tr></thead><tbody><tr><td>Wrap</td><td>The texture asset repeats.</td></tr><tr><td>Mirror</td><td>The texture asset repeats, but every repeat is flipped vertically from the last.</td></tr></tbody></table>

### **Scale Mode**

<table><thead><tr><th width="146">Tiling</th><th>The UV Tiling values determine amount of texture repeat in 0 to 1 space</th></tr></thead><tbody><tr><td>Scale</td><td>The UV Tiling values multiples texture asset starting from bottom left corner</td></tr></tbody></table>

### 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.

<table data-header-hidden><thead><tr><th width="270"></th><th></th></tr></thead><tbody><tr><td><strong>Red Channel Flip</strong></td><td>Invert Red Channel on texture asset.</td></tr><tr><td><strong>Green Channel Flip</strong></td><td>Invert Green Channel on texture asset.</td></tr><tr><td><strong>Swap Red/Green Channel</strong></td><td>Swap Red/Green Channel on texture asset.</td></tr></tbody></table>
