Texture Maps are specified through the Material Editor and cover a wide variety of options.
The available texture slots are often dynamic and depends on which shader is selected and which shader options are activated.
Texture Map Tools
The Texture Map slot layout is fairly straightforward: the left column displays which type of texture map the slot is associated with, the middle column is where the texture map file is place and on the right there are three buttons:
Opens the file browser dialog to select a texture.
Opens the current texture's associated *.psd file in Photoshop (requires defining Texture Editor in Preferences).
Opens the current texture's *.tif file (if available) in Photoshop (requires defining Texture Editor in Preferences).
Hovering over the name of the Diffuse texture gives you a preview of that texture.
Common Texture Maps for Illum Shader
The table below shows the textures available for the Illum shader. Some texture maps will only be available upon activation of Shader Generation Parameters, i.e. Decal Opacity Map.
|Diffuse Map||_diff||RGBA||Defines the albedo color of the surface. Can also contain monochrome Alpha channel to describe alpha transparency.|
|Bumpmap||_ddna||RGBA||Special version of Normal maps. Additionally uses monochrome Alpha Channel (aka Gloss Map) to describe the Surface's Smoothness inside the Physical Based Rendering System.|
|Specular (Reflectance map)||_spec||The texture representing the specular intensity and color of material highlights defined as the "shininess" and color of specular reflections.|
|Environment Map||_cm||RGBA||Can be defined custom through slot input or can inherited from the "nearest cubemap."|
|Detail Map||_detail||The texture allowing you to add more details to surfaces. It works like the second material layer and it is not affected by the mapping of the model it is used for.|
|Heightmap||_displ||The texture which is utilized by POM/OBM/Tessellation to give more depth and definition to an object.|
|Dirt Map||_diff||RGBA||A decal that houses an alpha for laying over grime or moss on objects.|
|Custom||_sss||RGBA||The custom slot is generally used to expose common parameters such as SSS or opacity for opaque materials.|
|Emittance Map||_em||The Emittance map is used to control what portion of the texture will be set to glow or emit.|
Texture Map Sub-menu: Filtering, Tiling, Rotating, Oscillating
All texture map slots have submenus for controlling the rotation, offset, and tiling of the texture. They work the same in all map slots.
These options are deprecated.
You can tile your texture for the U and V axis separately by using the arrow button, the slider, or the text field.
Note that you currently cannot tile normal or specular maps independently of the diffuse map. This is because of material instancing which saves many draw calls.
Different Texture tiling settings
|Texture tiling 1, 1||Texture tiling 5, 5||Texture tiling 1, 3|
You can move the texture on the model in U and V direction separately.
Texture is moved 1.32 in U and 2.17 in V direction
You can rotate the texture on a model in U and V direction separately.
Texture is rotated about 45 degree into U and V direction
With the rotator you are able to create a rotating/shifting texture animation. Choose between three different types of rotation by clicking the option box.
- No change: Rotator is deactivated.
- Fixed rotation: Static rotation with no animation. Similar to the rotation function of the tiling menu.
- Constant rotation: Rotation is constant, rotating/shifting in one direction and back.
- Oscillated rotation: Rotation oscillates from the minimum, to the maximum, and back.
If you choose the rotation type, you can control the behavior of the rotation by adjusting the rate, phase, and amplitude separately for U/V.
- Rate: Rate or frequency defines the number of complete rotation cycles per unit of time. Or in the case of oscillating rotation, defines the rate of change of direction.
- Phase: The phase of an oscillation or wave is the fraction of a complete cycle corresponding to an offset in the displacement from a specified reference point in time t = 0.
- Amplitude: Amplitude defines the maximum value of a oscillation/wave.
Like the rotator, the oscillator animates a texture. You can choose between different types of oscillation:
- Fixed Moving: Fixed moving is a static oscillation with no animation.
- Constant Moving: Texture shifts endlessly in the adjusted direction.
- Jitter Moving: Texture shifts endlessly in the adjusted direction with jittering added. Has a stroboscope effect.
- Pan Moving: Texture shifts in the adjusted direction until the maximum amplitude is reached and back until the minimum amplitude is reached. Comparable to a pendulum movement.
- Stretch Moving: Similar to pen moving, but different in that the texture is stretched and not shifted to the adjusted direction until the maximum amplitude is reached and back until the minimum amplitude is reached.
- Stretch-Repeat Moving: Similar to stretch moving with the difference that the texture stretching restarts at 0 when the maximum amplitude is reached.
The rotator and oscillator functions are only available for diffuse and decal textures because of technical limitations.
You can create many interesting effects like animated glow by using the decal slot: