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gamedev:texturepropertylist [2012/12/02 16:20] dragonlordgamedev:texturepropertylist [2023/07/28 14:02] (current) dragonlord
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 +{{tag>graphic skin texture}}
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-[[:start|Start Page]] >> [[gamedev:main|Game Development with the Drag[en]gine]] >> [[gamedev:skinproperties|Skin Texture Properties]] >> **Texture Property Database**+[[:start|Start Page]] >> [[:gamedev|Game Development with the Drag[en]gine]] >> [[gamedev:skinproperties|Skin Texture Properties]] >> **Texture Property Database**
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-This list contains all approved texture properties. If you implement a graphic, audio or physics module you should stick to this list. You are not required to support all texture properties mentioned here but if you support them stick to the definition below. Artist rely on the same list to produce their content. For testing new texture properties you can of course define new properties and propose them for inclusion.+====== Skin Texture Property List ======
  
-The properties are listed with their name as titleProperty names typically compose of one or more names with optional dots in betweenColor components and gray scale values are written in the range from 0 to 1 with 0 equal to an RGB value of 0 and 1 equal to an RGB value of 255The brief below the description indicates the used data type and the default value if the property is not specified. Values in round brackets indicate a color with in the form ( red, green, blue ) or ( red, green, blue, alpha ).+This list contains all existing texture properties. If you implement a Graphic, Audio or Physics module you have to stick to this listYou are not required to support all texture properties mentioned here but if you support them stick to the definition below. Artist rely on the same list to produce their contentFor testing new texture properties you can define new properties and propose them for inclusion.
  
-**Note:** Boolean Value is the same as Single Value just indicating that only the values 0 and 1 have meaning.+Property names typically compose of one or more names with optional dots in between. Color components and gray scale values are written in the range from 0 to 1 with 0 equal to an RGB value of 0 and 1 equal to an RGB value of 255. Values with more than one color component are written in paranthesis. You are not required to use the full number of components written. Using less is valid and the modules fill up the remaining components with their default values
 + 
 +Some texture properties have boolean values. The Drag[en]gine does though not use a boolean data type only float data types. As a rule of thumb values below 0.5 are treated as 0 (or false) and all other values a (or true). To avoid troubles though it is best to stick to 0 and 1 as values in these cases. 
 + 
 +The properties are listed in summary table sorted alphabethically by name. Click on a name to find details about the texture property in question.
  
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-^Property Name^Description^Source^Default^Affected Modules^Linked Properties+^Property Name^Description^  Source   Default   Graphics   Physics   Audio 
-|[[gamedev:textureproperties:ambient_occlusion|ambient.occlusion]]|Ambient occlusion.|image|1|Graphic|-+|[[gamedev:textureproperties:absorption|absorption]]|Sub surface absorption factor.|  image  |  (0,0,0)  |  X  | | | 
-|[[gamedev:textureproperties:color|color]]|Albedo color.|image|(0,0,0)|Graphic|[[gamedev:textureproperties:color_gamma|color.gamma]][[gamedev:textureproperties:color_tint|color.tint]]| +|[[gamedev:textureproperties:absorption_range|absorption.range]]|Sub surface absorption scatter range.|  value  |  0  |  X  | | | 
-|[[gamedev:textureproperties:color_alpha|color_alpha]]|Albedo color with transparency.|image|(0,0,0,1)|Graphic|[[gamedev:textureproperties:color_gamma|color.gamma]], [[gamedev:textureproperties:color_tint|color.tint]]+|[[gamedev:textureproperties:ambient_occlusion|ambient.occlusion]]|Ambient occlusion.|  image     X  | | | 
-|[[gamedev:textureproperties:color_gamma|color.gamma]]|Gamma correction for the color and color_alpha texture property.|value|2.2|Graphic|[[gamedev:textureproperties:color|color]], [[gamedev:textureproperties:color_alpha|color_alpha]]| +|[[gamedev:textureproperties:ambient_occlusion_solidity_multiplier|ambient.occlusion.solidity.multiplier]]|Ambient occlusion solidity mask multiplier.|  image    |  X  | | | 
-|[[gamedev:textureproperties:color_tint|color.tint]]|Tint for the color and color_alpha texture property.|value|(1,1,1)|Graphic|[[gamedev:textureproperties:color|color]][[gamedev:textureproperties:color_alpha|color_alpha]]| +|[[gamedev:textureproperties:bounciness|bounciness]]|Defines the bounciness of the surface.|  value  |   |  X  | | 
-|[[gamedev:textureproperties:transparency|transparency]]|Transparency.|image|1|Graphic|[[gamedev:textureproperties:transparency_type|transparency.type]]| +|[[gamedev:textureproperties:clip_plane|clip.plane]]|Clip plane.|  value  |  0  |  X  | | | 
-|[[gamedev:textureproperties:transparency_type|transparency.type]]|Transparency type (full or masked).|value|0 (masked)|Graphic|[[gamedev:textureproperties:transparency|transparency]]| +|[[gamedev:textureproperties:clip_plane_border|clip.plane.border]]|Clip plane border.|  value  |  0  |  X  | | 
-|[[gamedev:textureproperties:normal|normal]]|Surface normal.|image|(0.5,0.5,1.0)|Graphic, Physics|[[gamedev:textureproperties:normal_strength|normal.strength]]| +|[[gamedev:textureproperties:color|color]]|Albedo color.|  image   (0,0,0)    | | | 
-|[[gamedev:textureproperties:normal_strength|normal.strength]]|Strength of normal property influence.|value|1|GraphicPhysics|[[gamedev:textureproperties:normal|normal]]| +|[[gamedev:textureproperties:color_alpha|color_alpha]]|Albedo color with transparency.|  image  |  (0,0,0,1)  |  X  | | 
-|[[gamedev:textureproperties:height|height]]|Height of surface point.|value|0.5|Graphic|[[gamedev:textureproperties:height_scale|height.scale]]| +|[[gamedev:textureproperties:color_gamma|color.gamma]]|Gamma correction for the color and color_alpha texture property.|  value   2.2    | | | 
-|[[gamedev:textureproperties:height_scale|height.scale]]|Scale of height texture property.|value|1|Graphic|[[gamedev:textureproperties:height|height]]| +|[[gamedev:textureproperties:color_omnidir|color.omnidir]]|Omnidirectional color using cube-map.|  image  |  (0,0,0)  |  X  | | | 
-|[[gamedev:textureproperties:refraction_distort|refraction.distort]]|Distortion behind transparent object.|image|(0.5,0.5)|Graphic|[[gamedev:textureproperties:refraction_distort_strength|refraction.distort.strength]]| +|[[gamedev:textureproperties:color_omnidir_equirect|color.omnidir.equirect]]|Omnidirectional color using equirectangular map.|  image  |  (0,0,0)  |  X  | | 
-|[[gamedev:textureproperties:refraction_distort_strength|refraction.distort.strength]]|Strength of the distortion behind transparent object effect.|value|0.01|Graphic|[[gamedev:textureproperties:refraction_distort|refraction.distort]]| +|[[gamedev:textureproperties:color_tint|color.tint]]|Tint for the color and color_alpha texture property.|  value   (1,1,1)    | | | 
-|[[gamedev:textureproperties:reflectivity|reflectivity]]|Per-color reflectivity/reflectance.|image|3|Graphic|[[gamedev:textureproperties:reflectivity_gamma|reflectivity.gamma]]| +|[[gamedev:textureproperties:color_tint_mask|color.tint.mask]]|Blends between [[gamedev:textureproperties:color_tint|color.tint]] and [[gamedev:textureproperties:color|color]] property.|  value  |  1  |  X  | | 
-|[[gamedev:textureproperties:reflectivity_gamma|reflectivity.gamma]]|Gamma correction for the reflectivity texture property.|value|1|Graphic|[[gamedev:textureproperties:reflectivity|reflectivity]]| +|[[gamedev:textureproperties:color_solidity_multiplier|color.solidity.multiplier]]|Color solidity mask multiplier.|  value      | | | 
-|[[gamedev:textureproperties:roughness|roughness]]|Surface roughness.|image|(1,1)|Graphic, Physics|[[gamedev:textureproperties:roughness_remap_lower|roughness.remap.lower]][[gamedev:textureproperties:roughness_remap_upper|roughness.remap.upper]], [[gamedev:textureproperties:roughness_gamma|roughness.gamma]]| +|[[gamedev:textureproperties:emissivity|emissivity]]|Defines the emissivity.|  image  |  (0,0,0)  |  X  | | 
-|[[gamedev:textureproperties:roughness_remap_lower|roughness.remap.lower]]|Lower remap value for the roughness texture property.|value|0|Graphic, Physics|[[gamedev:textureproperties:roughness|roughness]]+|[[gamedev:textureproperties:emissivity_tint|emissivity.tint]]|Defines the emissivity tint.|  color  |  (1,1,1  X  | | | 
-|[[gamedev:textureproperties:roughness_remap_upper|roughness.remap.upper]]|Upper remap value for the roughness texture property.|value|1|Graphic, Physics|[[gamedev:textureproperties:roughness|roughness]]| +|[[gamedev:textureproperties:emissivity_intensity|emissivity.intensity]]|Defines the emissivity intensity.|  value   1    | | | 
-|[[gamedev:textureproperties:roughness_gamma|roughness.gamma]]|Gamma correction for the roughness texture property.|value|1|Graphic, Physics|[[gamedev:textureproperties:roughness|roughness]]| +|[[gamedev:textureproperties:emissivity_camera_adapted|emissivity.camera.adapted]]|Defines if intensity of all emissivity properties are absolute intensities or relative to the camera adapted maximum intensity.|  value  |  0  |  X  | | 
-|[[gamedev:textureproperties:environmentmap|environmentmap]]|Defines a custom environmentmap to use for reflections.|image|(1,1,1,0)|Graphic|-+|[[gamedev:textureproperties:environmentmap|environmentmap]]|Defines a custom environmentmap to use for reflections.|  image   (1,1,1,0)    | | | 
-|[[gamedev:textureproperties:mirror|mirror]]|Defines if the material is fully mirroring.|value|0|Graphic|-+|[[gamedev:textureproperties:environmentroom|environmentroom]]|Defines an environment room to simulate a 3 dimensional on a flat surface.|  image  |  (not set)  |  X  | | | 
-|[[gamedev:textureproperties:emissivity|emissivity]]|Defines the emissivity.|image|(0,0,0)|Graphic|[[gamedev:textureproperties:emissivity_intensity|emissivity.intensity]]| +|[[gamedev:textureproperties:environmentroom_size|environmentroom.size]]|Defines the size ratio for an environment room.|  value  |  (1,1)  |  X  | | 
-|[[gamedev:textureproperties:emissivity_intensity|emissivity.intensity]]|Defines the emissivity intensity.|value|1|Graphic|[[gamedev:textureproperties:emissivity|emissivity]]| +|[[gamedev:textureproperties:environmentroom_mask|environmentroom.mask]]|Defines the environment room mask.|  value      | | | 
-|[[gamedev:textureproperties:shadow_none|shadow.none]]|Defines if the material casts shadows.|value|1|Graphic|-+|[[gamedev:textureproperties:environmentroom_emissivity|environmentroom.emissivity]]|Defines the emissivity for an environment room.|  image  |  (0,0,0)  |  X  | | | 
-|[[gamedev:textureproperties:shadow_importance|shadow.importance]]|Defines how important shadow casting is for this material.|value|1|Graphic|-|+|[[gamedev:textureproperties:environmentroom_emissivity_tint|environmentroom.emissivity.tint]]|Defines the emissivity tint for an environment room.|  color  |  (1,1,1)  |  X  | | | 
 +|[[gamedev:textureproperties:environmentroom_emissivity_intensity|environmentroom.emissivity.intensity]]|Defines the intensity of the environment room emissivity.|  value  |  1  |  X  | | 
 +|[[gamedev:textureproperties:height|height]]|Height of surface point.|  value   0.5    | | | 
 +|[[gamedev:textureproperties:height_scale|height.scale]]|Scale of height texture property.|  value  |  1  |  X  | | 
 +|[[gamedev:textureproperties:height_offset|height.offset]]|Offset of height texture property.|  value   0    | | | 
 +|[[gamedev:textureproperties:mirror|mirror]]|Defines if the material is fully mirroring.|  value  |  0  |  X  | | 
 +|[[gamedev:textureproperties:nonpbr_albedo|nonpbr.albedo]]|Non-PBR Albedo.|  image  |  (0,0,0)  |  X  | | | 
 +|[[gamedev:textureproperties:nonpbr_metalness|nonpbr.metalness]]|Non-PBR Metalness.|  image  |  0  |  X  | | | 
 +|[[gamedev:textureproperties:normal|normal]]|Surface normal.|  image   (0.5,0.5,1   |  X  | | 
 +|[[gamedev:textureproperties:normal_strength|normal.strength]]|Strength of normal property influence.|  value  |  1  |  X  |  X  | 
 +|[[gamedev:textureproperties:normal_solidity_multiplier|normal.solidity.multiplier]]|Normal solidity mask multiplier.|  value  |  1  |  X  | | | 
 +|[[gamedev:textureproperties:omnidir_rotate|omnidir.rotate]]|Defines the rotation of omni-direction textures.|  value  |  (0,0,0)  |  X  | | | 
 +|[[gamedev:textureproperties:omnidir_rotate_spot|omnidir.rotate.spot]]|Defines the rotation of omni-direction textures for spot lights only.|  value   (0,0,0)  |  X  | | | 
 +|[[gamedev:textureproperties:outline_color|outline.color]]|Outline color.|  color  |  (0,0,0)  |  X  | | | 
 +|[[gamedev:textureproperties:outline_color_tint|outline.color.tint]]|Outline color tint.|  color  |  (1,1,1)  |  X  | | | 
 +|[[gamedev:textureproperties:outline_emissivity|outline.emissivity]]|Outline emissive color.|  color  |  (0,0,0)  |  X  | | | 
 +|[[gamedev:textureproperties:outline_emissivity_tint|outline.emissivity.tint]]|Outline emissive color tint.|  color  |  (1,1,1)  |  X  | | | 
 +|[[gamedev:textureproperties:outline_emissivity_intensity|outline.emissivity.intensity]]|Outline emission intensity.|  value  |  0  |  X  | | | 
 +|[[gamedev:textureproperties:outline_solidity|outline.solidity]]|Outline solidity.|  value  |  1  |  X  | | | 
 +|[[gamedev:textureproperties:outline_thickness|outline.thickness]]|Outline thickness.|  value  |  0  |  X  | | | 
 +|[[gamedev:textureproperties:outline_thickness_screen|outline.thickness.screen]]|Outline thickness measurement mode.|  value  |  0  |  X  | | | 
 +|[[gamedev:textureproperties:reflected|reflected]]|Determines if the object is reflected by other geometry (1=yes or 0=no).|  value  |  1  |  X  | | 
 +|[[gamedev:textureproperties:reflectivity|reflectivity]]|Per-color reflectivity/reflectance.|  image      | | | 
 +|[[gamedev:textureproperties:reflectivity_gamma|reflectivity.gamma]]|Gamma correction for the reflectivity texture property.|  value  |  1  |  X  | | 
 +|[[gamedev:textureproperties:reflectivity_solidity_multiplier|reflectivity.solidity.multiplier]]|Reflectivity/reflectance solidity mask multiplier.|  value      | | | 
 +|[[gamedev:textureproperties:refraction_distort|refraction.distort]]|Distortion behind transparent object.|  image  |  (0.5,0.5)  |  X  | | 
 +|[[gamedev:textureproperties:refraction_distort_strength|refraction.distort.strength]]|Strength of the distortion behind transparent object effect.|  value  |  0.01  |  X  | | | 
 +|[[gamedev:textureproperties:rim_angle|rim.angle]]|Defines the rim angle.|  value  |  0  |  X  | | | 
 +|[[gamedev:textureproperties:rim_emissivity|rim.emissivity]]|Defines the rim emissivity.|  image   (0,0,0)  |  X  | | | 
 +|[[gamedev:textureproperties:rim_emissivity_tint|rim.emissivity.tint]]|Defines the rim emissivity tint.|  color   (1,1,1)    | | | 
 +|[[gamedev:textureproperties:rim_emissivity_intensity|rim.emissivity.intensity]]|Defines the rim emissivity intensity.|  value  |  1  |  X  | | | 
 +|[[gamedev:textureproperties:rim_exponent|rim.exponent]]|Defines the rim exponent.|  value  |  1  |  X  | | | 
 +|[[gamedev:textureproperties:roughness|roughness]]|Surface roughness.|  image  |  (1,1)  |  X  |  X  | | 
 +|[[gamedev:textureproperties:roughness_gamma|roughness.gamma]]|Gamma correction for the roughness texture property.|  value  |  1  |  X  |  X  | 
 +|[[gamedev:textureproperties:roughness_remap_lower|roughness.remap.lower]]|Lower remap value for the roughness texture property.|  value     X   X  | | 
 +|[[gamedev:textureproperties:roughness_remap_upper|roughness.remap.upper]]|Upper remap value for the roughness texture property.|  value      |  X  | | 
 +|[[gamedev:textureproperties:roughness_solidity_multiplier|roughness.solidity.multiplier]]|Roughness solidity mask multiplier.|  value  |  1  |  X  | | 
 +|[[gamedev:textureproperties:shadow_importance|shadow.importance]]|Defines how important shadow casting is for this material.|  value      | | | 
 +|[[gamedev:textureproperties:shadow_none|shadow.none]]|Defines if the material casts shadows.|  value  |  0  |  X  | | 
 +|[[gamedev:textureproperties:solidity|solidity]]|Solidity.|  image     X  | | | 
 +|[[gamedev:textureproperties:solidity_multiplier|solidity.multiplier]]|Solidity multiplier.|  value  |    X  | | | 
 +|[[gamedev:textureproperties:solidity_masked|solidity.maked]]|Solidity masked (1=enabled or 0=disabled).|  value  |  1  |  X  | | | 
 +|[[gamedev:textureproperties:solidity_filterpriority|solidity.filterPriority]]|Solidity filtering priority.|  value   0.5  |  X  | | | 
 +|[[gamedev:textureproperties:sound_absorption|sound.absorption]]|Sound absorption.|  audio   0.12  | |  X  | 
 +|[[gamedev:textureproperties:sound_absorption_lower|sound.absorption.lower]]|Sound absorption multiplier for low frequencies.|  audio  |  0.35  | | |  X  
 +|[[gamedev:textureproperties:sound_absorption_upper|sound.absorption.upper]]|Sound absorption multiplier for high frequencies.|  audio   1.75  | |  X  | 
 +|[[gamedev:textureproperties:sound_transmission|sound.transmission]]|Sound transmission.|  audio  |  0.4  | | |  X  
 +|[[gamedev:textureproperties:sound_transmission_lower|sound.transmission.lower]]|Sound transmission multiplier for low frequencies.|  audio  |  2.8  | | |  X  | 
 +|[[gamedev:textureproperties:sound_transmission_upper|sound.transmission.upper]]|Sound transmission multiplier for high frequencies.|  audio  |  0.28  | | |  X  | 
 +|[[gamedev:textureproperties:sound_none|sound.none]]|Material does affect sound.|  audio  |  0  | | |  X  | 
 +|[[gamedev:textureproperties:texcoord_clamp|texcoord.clamp]]|Defines if the texture coordinates are clamped to the border.|  value    |  X  | | | 
 +|[[gamedev:textureproperties:texcoord_scale|texcoord.scale]]|Defines the scaling for texture coordinates.|  value  |  (1,1,1)  |  X  | | | 
 +|[[gamedev:textureproperties:texcoord_rotate|texcoord.rotate]]|Defines the rotation for texture coordinates.|  value    |  X  | | | 
 +|[[gamedev:textureproperties:transparency|transparency]]|Transparency.|  image  |    X  | | | 
 +|[[gamedev:textureproperties:transparency_multiplier|transparency.multiplier]]|Transparency multiplier.|  value  |  1  |  X  | | | 
 +|[[gamedev:textureproperties:variation|variation.u]]|Enable variation in U direction|  value  |  0  |  X  | | | 
 +|[[gamedev:textureproperties:variation|variation.v]]|Enable variation in V direction|  value  |  0  |  X  | | |
 </WRAP> </WRAP>
- 
-====== Graphic Properties ====== 
-These properties are understood in general only by the Graphic Module. Some might also be understood by other modules but this is not the default behavior. 
- 
-===== shadeless ===== 
-Defines if a texture is insensitive to all lighting. This property is designed for editor applications requiring control objects to be shown even if they are in total darkness. Since this is not meant for actual games the speed of rendering shadeless objects is not required to be high. For actual games you should use the emissive.* texture properties instead disabling all other light sources ( setting their color to (0,0,0) ). A value of 0 equals to this texture being lit properly. A value of 1 marks this texture as shadeless ignoring all lighting. This is a single value with default 0.\\ 
-**Boolean value, default 0** 
- 
-===== hint.nocompression ===== 
-Defines if hardware textures can be compressed or not. Graphic modules can decide to compress textures to conserve memory. Compression though tends to have a more or less negative impact on the visual quality depending on the kind of texture. Usually diffuse textures are compressed while normal textures are not. If you have a special texture which has to keep the full quality you can use this property to tell the Graphic Module to not compress this texture. As this is a hint the Graphic Module is not required to respect it. A value of 0 indicates that this texture can be compressed. A value of 1 indicates that this texture should not be compressed if possible. This is a single value with default 0.\\ 
-**Boolean value, default 0** 
- 
-===== mirror ===== 
-Defines that this material is a fully reflective ( perfect ) flat mirror. All pixels covered by mesh faces with this texture reflect the world totally. Transparency effects like refraction distortion can be applied to mirrors. Use this property only on flat or nearly flat geometry. For curved geometry use the reflection.* properties. Mirror reflections tend to be faster than reflection.* reflections and should be used if the geometry is flat. A value of 0 equals to no mirror reflection. A value of 1 equals to full mirror reflections. This is a single value wit default 0.\\ 
-**Boolean value, default 0** 
- 
-====== Physics Properties ====== 
-These properties are understood by the Physics Module. 
- 
-===== bounciness ===== 
-Defines the bounciness of a surface. This is used by the physics module to determine with what fraction of the incoming force an object is repelled from a surface. A value of 0 equals to no bounciness in which case an object hitting this surface is not repelled at all whereas 1 equals to full bounciness in which case an object bounces off this surface with the force it arrived. This has to be a single value.\\ 
-**Single value, default 0.2** 
- 
-====== Audio Properties ====== 
-These properties are understood by the Audio Module. 
- 
-**Note:** There are not accepted audio properties yet but some in testing. 
gamedev/texturepropertylist.1354465225.txt.gz · Last modified: 2012/12/02 16:20 by dragonlord