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Warning! This version of documentation is OUTDATED, as it describes an older SDK version! Please switch to the documentation for the latest SDK version.
Warning! This version of documentation describes an old SDK version which is no longer supported! Please upgrade to the latest SDK version.

Texture Import Guide

You can import textures in convenient formats (such as .tga, .jpg, .png .hdr etc.). As you import a texture via the Asset Browser, using drag and drop or the Import button, the following import settings are displayed. These settings can also be changed later via the Parameters window

Import settings for a texture asset.


Specify the following parameters:

Unchanged

Defines whether the texture is to be used "as is" or a runtime will be created for it in accordance with the specified import options.

Notice
When enabled the texture is used by the Engine and will be put to the final build "as is". E.g., you can use this option for your custom HDR texture.

Image Type

Type of the texture to be generated. Available options are:

  • 2D - 2D Texture. This is the most commonly used type of texture. These textures are used in various materials and be mapped to 3D meshes, GUI elements, etc.
  • 3D - 3D texture. This type of textures can be used for volumetric effects or color variations.
  • Cube - cubemap texture. It can be used for you world's environment or for Environment Probes. The imported cubemap must be oriented the following way:
  • 2D Array - array of 2D textures. These textures can be used for terrain details, etc.

Mipmap Type

Type of filtering to be used for mipmap generation. Available options are:

  • Box - choose this type to use simple box filter for mipmap generation.
    Notice
    If a texture contains very narrow features (e.g., lines), then aliasing artifacts may be very pronounced. In this case it might be better to choose the Combined option.
  • Point - choose this type to use point filtration for mipmap generation.
  • Combined - choose this type to use improved filter for mipmap generation.

Image Format

Defines image pixel format: bit depth and channels used. Compressed formats are supported. The default format is RGB8.

Width

Texture width (a power of 2). Source image width is used by default.

Height

Texture height (a power of 2). Source image height is used by default

Invert G Channel

Enable inversion of the green channel of the imported image. Depending on what game engine or 3D software package you use, the way in how these programs handle normal maps can be different. This option is used to simplify conversion of normal maps from different source platforms.

Texture Postfixes

The texture postfix is important, as it defines the compression algorithms and used color channels. The examples of postfixes:

  • texture_alb for albedo textures (RGB - color, A - transparency).
  • texture_d for diffuse textures (RGB - color, A - detail mask or transparency).
  • texture_n for normal textures (RG - surface normal components).
  • texture_s for specular textures (RGB - reflection color, A - specular power).
  • texture_sh for shading textures (R - metalness, G - roughness, B - specular, A - microfiber).
  • texture_met for metalness textures (R - metalness, G - roughness, B - fibers).
  • texture_a for ambient occlusion textures (R - AO map).
  • texture_h for height maps (parallax effect) (R - height map).
  • texture_l for light maps (RGB - light color).
  • texture_e for emission textures (RGB - glow color).
Notice
When you import a texture with a postfix, make sure that it corresponds to texture's type and purpose. E.g. if you name an albedo texture as "color_n.jpg", it will be imported as a 2-channel normal map.

Assigning Imported Texture

To assign the imported texture to a material you can choose one of the following ways:

  • Drag the icon of the texture asset from the Asset Browser window to the destination field in the Parameters window.
  • Use the button next to the destination field in the Parameters window to select the desired asset.
  • Type the name of the asset to the destination field in the Parameters window manually. If an asset with the specified name exists in the project it will be shown while you type.

Last update: 2018-04-26
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