material.map attribute

string material.colormap
string material.bumpmap
string material.dirtmap
string material.specularmap
string material.opacitymap
string material.normalmap
string material.emissivemap
string material.occlusionmap
string material.roughnessmap
string material.metallicmap
float material.{colormap|...|metallicmap}.s{u|v}
float material.{colormap|...|metallicmap}.t{u|v}
float material.{colormap|...|metallicmap}.rw

The material shape attribute consists of 10 texture layers.

Each texture layer consists of the file name of the associated texture, that is material.{colormap|...|metallicmap}, scaling factors in u and v directions, that is material.{colormap|...|metallicmap}.s{u|v}, offsets in u and v directions, that is material.{colormap|...|metallicmap}.t{u|v}, and rotation around the w-axis, that is material.{colormap|...|metallicmap}.rw.

All these attributes can be set and read.

Each texture layer has a corresponding uv-set, that is texture coordinates, in the shape's geometry. More information can be found in Texturing: Essential Knowledge.

All maps with color information are expected to be in non-linear sRGB. All other maps are expected to be in linear space.

The bump map is interpreted as luminance map (CCIR 601).

The normal map is interpreted as normals in tangent space encoded as rgb colors.

The roughness map only uses the green channel.

The metallic map only uses the blue channel.

The occlusion map only uses the red channel.

See Asset Search for information about where the texture is searched and Built-in Assets for a list of built-in textures.

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