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.
WebGL
An optimized (downsized, reformatted) version specifically for the web.
Renderer
Usually not used, an optimized version of the environment map for renderers.
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.
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
Wrap
The texture asset repeats.
Mirror
The texture asset repeats, but every repeat is flipped horizontally from the last.
V Wrap Style
Wrap
The texture asset repeats.
Mirror
The texture asset repeats, but every repeat is flipped vertically from the last.
Scale Mode
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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