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- Texture coordinates, also called UVs, are pairs of numbers stored in the vertices of a mesh. These numbers are often used to stretch a 2D texture onto a 3D mesh, but they can be used for other things like coloring the mes10 KB (1,448 words) - 21:40, 17 May 2020
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- 3Dc is a compressed texture file format for [[NormalMap|normal maps]] by [http://developer.amd.com AMD] * [http://developer.amd.com/gpu/compress/Pages/default.aspx ATI_Compress] - a texture compression library that handles 3Dc.2 KB (363 words) - 10:10, 12 August 2015
- * [[Texture Baking]] has the step-by-step workflow for baking textures from a high-reso === Texture Coordinates ===26 KB (4,013 words) - 10:41, 27 November 2018
- I modeled the wheat and baked it into a texture. The model can be pretty low resolution, since it's going to be baked. [[Normal Map Technical Details#Common Swizzle Coordinates]]387 B (64 words) - 10:32, 20 June 2015
- ...eds [[Texture Coordinates]] to wrap the texture onto the model. Multiple [[Texture Types]] are often used to control different parts of the shader, such as [[ ...rectly on models, creating procedurally in a node-based material editor, [[Texture Baking|baking]] image data from one model to another, etc.6 KB (871 words) - 08:59, 12 May 2016
- Coordinates are numbers that tell the game engine where to position things, whether in == Cartesian Coordinates ==2 KB (379 words) - 18:01, 25 February 2015
- # Setup your rendering options (texture filtering, anti-aliasing, etc.). # Open an existing texture by selecting the File -> Open... menu item.20 KB (3,089 words) - 17:25, 22 August 2018
- ...|UV tiling]] so it makes smaller pixels. [[Mip Mapping]] allows the detail texture to fade out at a medium distance to hide tiling artifacts. ...ge:Wolfire_DetailMap_color.jpg|frame|left|2. Landscape with a color detail texture. Image by [http://blog.wolfire.com/2009/12/Detail-textures Wolfire Games].]2 KB (260 words) - 21:42, 29 November 2014
- One thing that is very important with [[Texture Coordinates|UVs]], is to keep them straight. If your UVs are randomly rotated 7 degrees [[image:uv_gun-earthquake.jpg|frame|left|Hand-packed [[Texture Coordinates|UV]] layout for a first-person weapon model.<br/> Image by [http://www.link2 KB (401 words) - 18:10, 29 November 2014
- ...can be used to control the UV coordinates for a water texture, to make the texture flow around rocks. It can also be used to control the direction of a hairst2 KB (348 words) - 07:59, 4 October 2017
- #REDIRECT [[Texture Coordinates]]33 B (3 words) - 15:47, 28 September 2015
- A texture that stores pre-rendered lighting, because dynamic real-time lighting typic ...e:20110422_multiply4x.jpg|thumb|600px|left|Multiplying vertex color onto a texture, using a 4x multiply [[Shaders|shader]] to over-brighten. This example uses5 KB (769 words) - 13:20, 14 March 2015
- Mapping can either mean [[Texturing]] or it can mean creating [[Texture Coordinates]].114 B (15 words) - 16:00, 17 March 2015
- A fabulous tutorial explaining how to generate texture co-ordinates for 3d models (unwrapping), from one bitmap to multiple bitmap A very nice tutorial explaining how to lay out a texture map for your 3d models using 3DSMax. This tutorial also makes use of the [h11 KB (1,810 words) - 04:44, 29 July 2014
- ...amatically lower the size of your MAX file if you have been doing a lot of texture UV work on it. ...w poly models. It can unwrap a 3D model and export the mapping to a bitmap texture which can then be painted. Also on the official LithUnwrap site are also tu27 KB (4,510 words) - 08:33, 26 June 2021
- ...the documents that contain these scripts usually has the same name as the texture set which contains the textures being modified (e.g; base, hell, castle, et ...shader-manipulated texture that is seen through another shader manipulated texture (e.g.; a light in fog) has the effect of ''adding'' the total number of pas83 KB (13,332 words) - 08:42, 17 November 2015
- ...ing, sometimes called "virtual displacement mapping." Each pixel's texture coordinates are adjusted at render-time to create an illusion of depth as the viewer's ...parallax mapping, but provide better image quality at a cost of additional texture lookups.5 KB (831 words) - 11:27, 17 June 2020
- ...hort for picture element. There are two common meanings: the pixels that [[Texture]]s or [[Bitmap]]s are made of, and the pixels that are [[Rendering|rendered ...t two sets of values. For position, it needs [[Category:TextureCoordinates|coordinates]] (coords), called X and Y, usually written as (X,Y). The X coord is horizo880 B (144 words) - 17:48, 17 March 2015
- ...liminate seams and shading artifacts, the game engine and the normal map [[Texture Baking|baking tool]] should use the same [[Normal_Map_Technical_Details#Tan ...ups before you run it, and then I usually will just composite this "combo" texture over my orig map in Photoshop."15 KB (2,395 words) - 08:22, 4 December 2023
- ...mple because looking at the texture now it's obvious I didn't use the full texture. I can't quite remember what I did with these characters, but I believe I e ...in a single character's budget (12,254 tris). and it uses a single 256x128 texture.27 KB (4,582 words) - 08:25, 27 September 2017
- ...o a single texture. Other common names for this are "decal sheet", "packed texture". Atlases save texture fetches, which can help improve the [[FPS|frame rate]].8 KB (1,156 words) - 14:51, 21 June 2020