Textures
2D texture mapping and image data
Textures provide 2D imagery used by materials (albedo/base color, ORM/metallic-roughness-ao, normal, emissive, opacity, etc.). Files may embed images or reference external URIs.
How it works
- Image samplers define wrap (repeat/clamp/mirror) and filtering (nearest/linear/mipmap).
- Color space matters: base color/ORM usually sRGB, data maps (normal/roughness/metallic) linear.
- Packaging: single files per channel vs. packed channels (e.g., R=AO, G=Roughness, B=Metallic).
UV Mapping
UV mapping (texture coordinate mapping) attaches 2D coordinates to mesh vertices/corners.
- Multiple UV sets are common (e.g., UV0 for color, UV1 for lightmaps).
- Tangent basis generation often depends on UV0; mismatches cause shading seams.
- Some CAD formats approximate/lose UVs on export—validate after conversion.
Interoperability notes
- Maintain consistent color-space flags across DCC/engine to avoid washed or overbright results.
- Relative vs. absolute texture paths impact relocatability—prefer relative.
- When exporting to web (glTF), use GPU-friendly formats and power-of-two where possible.