Syntax
- string material.colormap
- string material.bumpmap
- string material.dirtmap
- string material.specularmap
- string material.opacitymmap
- string material.normalmap
- string material.emissivemap
- string material.occlusionmap
- string material.roughnessmap
- string material.metallicmap
- float material.{colormap|...|metallicmap}.s{u|v}
- float material.{colormap|...|metallicmap}.t{u|v}
- float material.{colormap|...|metallicmap}.rw
Description
The material.map attribute consists of 10 texture layers. Each texture layer consists of the following:
- file name of the associated texture (material.{colormap|...|metallicmap})
- scaling factors in u and v directions (material.{colormap|...|metallicmap}.s{u|v})
- offsets in u and v directions (float material.{colormap|...|metallicmap}.t{u|v})
- rotation around the w-axis (material.{colormap|...|metallicmap}.rw)
All these attributes can be set and read.
Note:
Each texture layer has a corresponding uv-set (texture coordinates) in the shape's geometry. More information can be found in Texturing: Essential Knowledge
All maps with color information are expected to be in (non-linear) sRGB. All other maps are expected to be in linear space.
The bump map is interpreted as luminance map (CCIR 601).
The normal map is interpreted as normals in tangent space encoded as rgb colors.
The roughness map only uses the green channel.
The metallic map only uses the blue channel.
The occlusion map only uses the red channel.
See Asset Search for information about where the texture is searched and Built-in Assets for a list of built-in textures.