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Start Page » Game Development with the Drag[en]gine » Skin Texture Properties » Texture Property Database
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.
The properties are listed with their name as title. 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. The 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 ).
Note: Boolean Value is the same as Single Value just indicating that only the values 0 and 1 have a meaning.
Property Name | Description | Source | Default | Affected Modules | Linked Properties |
---|---|---|---|---|---|
ambient.occlusion | Ambient occlusion. | image | 1 | Graphic | - |
color | Albedo color. | image | (0,0,0) | Graphic | color.gamma, color.tint |
color_alpha | Albedo color with transparency. | image | (0,0,0,1) | Graphic | color.gamma, color.tint |
color.gamma | Gamma correction for the color and color_alpha texture property. | value | 2.2 | Graphic | color, color_alpha |
color.tint | Tint for the color and color_alpha texture property. | value | (1,1,1) | Graphic | color, color_alpha |
transparency | Transparency. | image | 1 | Graphic | transparency.type |
transparency.type | Transparency type (full or masked). | value | 0 (masked) | Graphic | transparency |
normal | Surface normal. | image | (0.5,0.5,1.0) | Graphic, Physics | normal.strength |
normal.strength | Strength of normal property influence. | value | 1 | Graphic, Physics | normal |
height | Height of surface point. | value | 0.5 | Graphic | height.scale |
height.scale | Scale of height texture property. | value | 1 | Graphic | height |
refraction.distort | Distortion behind transparent object. | image | (0.5,0.5) | Graphic | refraction.distort.strength |
refraction.distort.strength | Strength of the distortion behind transparent object effect. | value | 0.01 | Graphic | refraction.distort |
reflectivity | Per-color reflectivity/reflectance. | image | 3 | Graphic | reflectivity.gamma |
reflectivity.gamma | Gamma correction for the reflectivity texture property. | value | 1 | Graphic | reflectivity |
roughness | Surface roughness. | image | (1,1) | Graphic, Physics | roughness.remap.lower, roughness.remap.upper, roughness.gamma |
roughness.remap.lower | Lower remap value for the roughness texture property. | value | 0 | Graphic, Physics | roughness |
roughness.remap.upper | Upper remap value for the roughness texture property. | value | 1 | Graphic, Physics | roughness |
roughness.gamma | Gamma correction for the roughness texture property. | value | 1 | Graphic, Physics | roughness |
environmentmap | Defines a custom environmentmap to use for reflections. | image | (1,1,1,0) | Graphic | - |
mirror | Defines if the material is fully mirroring. | value | 0 | Graphic | - |
emissivity | Defines the emissivity. | image | (0,0,0) | Graphic | emissivity.intensity |
emissivity.intensity | Defines the emissivity intensity. | value | 1 | Graphic | emissivity |
shadow.none | Defines if the material casts shadows. | value | 1 | Graphic | - |
shadow.importance | Defines how important shadow casting is for this material. | value | 1 | Graphic | - |
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.
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
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
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
These properties are understood by the Physics Module.
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
These properties are understood by the Audio Module.
Note: There are not accepted audio properties yet but some in testing.