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.