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.

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.

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

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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