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3d coat texturing exporting a diffuse texture as a 2d image
3d coat texturing exporting a diffuse texture as a 2d image







3d coat texturing exporting a diffuse texture as a 2d image

Compressed DXT formats use less memory and usually look better. 1 byte/pixel (64 KB for a 256x256 texture).Ħ5 thousand colors with no alpha. This is the main format used for diffuse & specular control textures.

3d coat texturing exporting a diffuse texture as a 2d image

4 bits per pixel (32 KB for a 256x256 texture).Ĭompressed RGBA texture. This is the most common format for diffuse textures. In the examples below we show the final size of an in-game texture of 256 by 256 pixels:Ĭompressed RGB texture. This is a tradeoff between size and quality. What internal representation is used for the texture. Select this if you want to use the texture as a lightmap. Select this if you want to see how the normal map will be applied to your texture. this generates normal maps that are sharper than Standard. This generates normal maps that are quite smooth.Īlso known as a Sobel filter. For more info, see Normal Maps, below.ĭetermine how the bumpiness is calculated: The rightmost scroll defines the mip level where the texture is completely grayed outĮnable this to turn the color channels into a format suitable for real-time normal mapping. The left most scroll is the first mip level to begin fading out at. If your textures are too blurry in the distance, try this option.Įnable this to make the mipmaps fade to gray as the mip levels progress. The simplest way to fade out the mipmaps - the mip levels become smoother and smoother as they go down in size.Ī sharpening Kaiser algorithm is run on the mip maps as they go down in size. Two ways of mip map filtering are available to optimize image quality: Select this to avoid colors seeping out to the edge of the lower Mip levels. Select this to enable per-mip-level gamma correction. Mip maps are smaller versions of the texture that get used when the texture is very small on screen. Select this to enable mip-map generation. This is only valid for uncompressed and DTX compressed textures, other types of compressed textures cannot be read from. Note however that a copy of the texture data will be made, doubling the amount of memory required for texture asset. Select this to enable access to the texture data from scripts (GetPixels, SetPixels and other Texture2D functions). Generates a cubemap from the texture using different generation methods. For instance 257x511 texture will become 256x256. Texture will be scaled to the next smaller power-of-two size at import time. For instance 257x511 texture will become 512x512. Texture will be scaled to the next larger power-of-two size at import time. Note that PVRTC formats require textures to be square (width equal to height), therefore final size will be upscaled to 512x512. For instance 257x511 texture will become 256x512. Texture will be scaled to the nearest power-of-two size at import time. Texture will be padded to the next larger power-of-two size for use with GUITexture component. If texture has non-power-of-two size, this will define a scaling behavior at import time (for more info see the Texture Sizes section below):









3d coat texturing exporting a diffuse texture as a 2d image