Albedo map

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m (Windwalkr moved page Diffuse map to Albedo map)
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''TBD: See [[Normal map]] for examples.''
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The albedo map defines the base RGB color of each [[texel]]. It is configured using a [[texture.txt file]] which is directly referenced from the material (usually within a [[mesh file]] although sometimes from the asset's [[config.txt]] directly).
  
If no alpha channel is specified, the diffuse map will default to a full white alpha channel.
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= Alpha Channel =
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It is common for (semi-)transparent materials to store the alpha blend factor (ie. opacity level) in the albedo map's alpha channel. Materials which are fully opaque may use the albedo's alpha channel for some other purpose, or not at all.
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If no alpha channel is specified, the outcome is identical to a fully white (1.0) alpha channel.
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Some legacy [[Material Types|material types]] offer automatic selection of [[alpha blending]], [[alpha masking]] or opaque rendering modes based on the contents and configuration of the albedo map. This introduces uncertainties when texture replacement is used as to what material configuration will result. [[TRS18]] materials do not attempt this, and instead rely on the content creator to select the appropriate material type.
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= Examples =
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''TBD: See [[Normal map]] for examples.''
  
The alpha channel in the diffuse map has a context-sensitive interpretation. In gloss and bump-gloss materials, the alpha channel indicates a blend between the gloss reflection (black alpha) and the diffuse texture color (white alpha).
 
  
In most other materials, the alpha channel is used as an opacity control with black being full transparency and white being fully opaque. This is referred to as "alpha blending". As a special case of this technique, a diffuse texture may have its entire alpha channel set to either pure black or pure white, with no grays used. This specialization is often referred to as "alpha masking".
 
  
 
[[Category:Texture mapping]]
 
[[Category:Texture mapping]]

Revision as of 20:31, 24 October 2017

The albedo map defines the base RGB color of each texel. It is configured using a texture.txt file which is directly referenced from the material (usually within a mesh file although sometimes from the asset's config.txt directly).

Alpha Channel

It is common for (semi-)transparent materials to store the alpha blend factor (ie. opacity level) in the albedo map's alpha channel. Materials which are fully opaque may use the albedo's alpha channel for some other purpose, or not at all.

If no alpha channel is specified, the outcome is identical to a fully white (1.0) alpha channel.

Some legacy material types offer automatic selection of alpha blending, alpha masking or opaque rendering modes based on the contents and configuration of the albedo map. This introduces uncertainties when texture replacement is used as to what material configuration will result. TRS18 materials do not attempt this, and instead rely on the content creator to select the appropriate material type.


Examples

TBD: See Normal map for examples.

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