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.