{{tag>graphic skin texture color}} [[:start|Start Page]] >> [[:gamedev|Game Development with the Drag[en]gine]] >> [[gamedev:skinproperties|Skin Texture Properties]] >> [[gamedev:texturepropertylist|Texture Property Database]] >> **color** ====== Skin Texture Property: color ====== Defines albedo color. |Excepted Data Source|3 component image| |Data Range|0 to 1 for all image components| |Default Value|(0, 0, 0)| |Affected Modules|Graphic| |Linked Properties|[[gamedev:textureproperties:color_gamma|color.gamma]], [[gamedev:textureproperties:color_tint|color.tint]]| ====== Description ====== The **color** texture property is the most basic texture property for the Graphic Module. With this property the albedo color of a material is defined. The albedo color is used in various lighting stages in different ways. In general this is the color of a surface illuminated by a fully lambertian light source at 1 meter distance which equals to even ambient lighting only. The color texture property should not contain any pre-baked lighting or shadowing including pre-baked ambient occlusion and other tricks. The Graphic Module can create a pre-baked color texture from the defined texture properties if required. The color values are typically an 8 bit image with 3 color components with the data of all color components located inside the range from 0 to 1. 0 represents 0% light reflectivity for a color component while 1 represents a 100% light reflectivity. Values outside this range are physically not plausible. For sky textures high definition range images can be used to increase the color depth resolution. Even in this case the color components have to be located inside the range from 0 to 1. The default value for this texture property is pure black (0, 0, 0). ====== Examples ====== {{ :gamedev:textureproperties:color.png |Color property from a simple concrete material}} Color property from a simple concrete material. Only albedo color variations have to be included in this texture property.