Texturing: Essential Knowledge
This section explains concepts fundamental to a successful texturing experience.
Correspondence of uv-sets to texture layers
There is a 1:1 correspondence between uv-sets (texture coordinates sets) and texture layers (maps):
| uv-set | Texture Layer |
|---|---|
| 0 | colormap |
| 1 | bumpmap |
| 2 | dirtmap |
| 3 | specularmap |
| 4 | opacitymap |
| 5 | normalmap |
| 6 | emissivemap |
| 7 | occlusionmap |
| 8 | roughnessmap |
| 9 | metallicmap |
For more details about the texture layers see Material Shape Attributes and material.map: Texture Layers.
Defaults if no uv-set present
For rendering and export, each defined texture layer needs to be matched with a uv-set.
If a texture layer has a texture assigned, but the corresponding uv-set is not defined, the texture coordinates from uv-set 0 are used. If uv-set 0 is undefined, the texture layer is ignored.
Supported Image Formats
A large number of image formats are supported, the most popular ones are:
| Extension | Description |
|---|---|
| bmp | Microsoft's classic bitmap format. |
| gif | The legendary Graphics Interchange Format. |
| jpg / jpeg | JPEG compressed images. |
| png | The popular Portable Network Graphics format. |
| tif / tiff | The flexible Tagged Image File Format. |
See the PRT built-in decoder documentation for the complete list.