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[learn]shader and materials - Creative Core -Map materials with textures

imitme 2023. 4. 10. 22:00
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Texture

Textures are 2D maps

2D maps that wrap around 3D objects

 

doesn’t have a solid color - (polka-dotted, striped, or speckled), imperfections(like scratches or corrosion)

Most real-world objects don’t have uniform reflectivity and smoothness.  That’s where maps come in.

 

Textures are regular image files in formats  (uch as BMP, TIF, PNG, and JPG. )

 

channels - Black and white images, also known as grayscale images. - shade of gray in each pixel.

 

shade of gray in each pixel. One channel grayscale images Black and white images
combine to create the colors three channels Color images red, green, and blue (RGB)
typically contains transparency data. four channels
(three channels + The alpha channe)
Some image red, green, blue, and alpha (RGBA).
- - - -
create the appearance of physical features

(other properties besides color or transparency.
smoothness, specularity or metalness,  direction each pixel faces, 
)
Each channel of an image file - -

Material

 

 use the textures to create materials. 

 

base map 

base map texture (defines the diffuse reflection) ( diffuse or albedo) ( regular RGB or RGBA color image file ) (colors )

( can also include transparency information in the alpha channel of the map. )

Tiled Textures 

 Tiled Textures - seamless textures : these are designed to be tiled without any seams appearing between tiles.

 

UV mapped Texture

~ lignment of the texture maps

[ UV mapping ] generates these textures using a process

[ UV coordinates ] modeling applications generate their own sets of 2D coordinates

[ UV ]  XY coordinates in regular 2D spaces, ( differentiate them from the coordinate system of the environment (XYZ).)

UV coordinates are relative to the mesh, not the 3D space in your scene.

 

 

~ multiple meshes ( submeshes)

each with their own material.

UV mapping allows artists to model the surfaces of their objects without using a lot of mesh data or separate textures to provide detail. 

 

~ metallic

 the metallic data is in the R, G, and B channels of the texture file, the shader (URP/Lit) only reads the R channel. 

Remember that the Specular workflow uses three color channels, and the Metallic workflow uses only R

 

~smoothness

 

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